gaming machines

The gaming machines enhance player engagement and entertainment value by integrating switches and performance control to create dynamic game states and interactive features, improving overall performance.

JP7730065B2Active Publication Date: 2025-08-27SAMMY CORPORATION
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Patent Information

Application Number
JP2024218304
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-13
Publication Date
2025-08-27
Estimated Expiration
2041-01-29

AI Technical Summary

Technical Problem

There is a demand for improved performance in gaming machines, particularly in enhancing player engagement and entertainment value through dynamic game states and interactive features.

Method used

The gaming machines incorporate a stop switch, max bet switch, bet switch, adjustment switch, and performance control means with specific operational modes to influence game outcomes, sound effects, and visual notifications, allowing for customizable game states and enhanced player interaction.

Benefits of technology

The implementation enhances player engagement by providing dynamic game states, improved entertainment value, and increased interaction through customizable game outcomes and audio-visual feedback.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of preventing an operation mistake by differentiating activation timings of selection switches in sound volume change and music change.SOLUTION: In the music change, after the music change by earlier operation of a selection switch, the music change cannot be executed again before the finish of a predetermined period. On the other hand, in the sound volume change, after the sound volume change by the earlier operation of the selection switch, the sound volume change can be executed again even within the predetermined period. An operation sound of the selection switch can be output in the sound volume change, but an operation sound of the selection switch is not output in the music change.SELECTED DRAWING: Figure 76
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Description

[Technical Field]

[0001] Regarding gaming machines. [Background technology]

[0002] In a slot machine, a game begins when a predetermined number of game medals are inserted and a start lever is operated, spinning a drum (reel) with multiple rows of symbols arranged on the periphery. When a stop button is operated to stop the spinning, the drum stops, and if a predetermined symbol combination (for example, a bonus role such as "7 symbols lined up") is lined up on an active line, the slot machine generally transitions to a special game (a game state in which the probability of winning a small role or the like is higher than usual) that is more profitable for the player than normal game. Here, in slot machines, various effects are performed in addition to these basic games to improve the overall entertainment value.

[0003] Furthermore, the mainstream of pachinko gaming machines in recent years is one in which a special symbol lottery with a predetermined probability is triggered when a gaming ball enters a starting winning hole on the gaming board (gaming area), and if a jackpot is won in the special symbol lottery, the game transitions to a jackpot gaming state (special gaming state), in which a large prize hole on the gaming board opens and the player can win a large number of prize balls.Among pachinko gaming machines configured in this way, there are gaming machines that are equipped with a probability fluctuation function that increases the probability of winning in the special symbol lottery, and a fluctuation time shortening function that increases the efficiency of the symbol fluctuation to notify the result of the special symbol lottery, and the operating states of these functions are combined to create a specific gaming state that is advantageous to the player, thereby increasing the interest of the game.

[0004] Among various types of pachinko gaming machines, a pachinko gaming machine that can execute a high-expectation preview effect that occurs during play while a game standby demo effect is being executed to induce a player to start playing when the pachinko gaming machine is not being played is known as prior art. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-181620 [Patent Document 2] Japanese Patent Application Laid-Open No. 2004-215803 [Patent Document 3] Japanese Patent Application Laid-Open No. 2014-171710 [Patent Document 4] Japanese Patent Application Laid-Open No. 2006-263138 [Patent Document 5] Japanese Patent Application Laid-Open No. 2015-181620 Summary of the Invention [Problem to be solved by the invention]

[0006] There is a demand for improved performance in this type of gaming machine. [Means for solving the problem]

[0007] The present invention provides It has a stop switch, Has a max bet switch, 1. Has a bet switch, It has an adjustment switch, Max bet switch lamp, When a predetermined lottery result is achieved, if the stop switch is operated in a predetermined operation mode, a predetermined symbol combination may or may not be displayed; When a predetermined lottery result is achieved, if the stop switch is operated in a specific manner, the predetermined symbol combination cannot be displayed. When a specific lottery result is achieved, a specific symbol combination may or may not be displayed depending on the operation mode of the stop switch. When a specific lottery result is obtained and a specific symbol combination is displayed, a specific number of gaming media can be awarded. In the first gaming state, when a predetermined lottery result is achieved, if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is displayed, the second gaming state can be started; In the first game state, when a predetermined lottery result is achieved, if the stop switch is operated in a predetermined operation manner and a predetermined symbol combination is not displayed, the second game state is not started, In the first game state, when a predetermined lottery result is achieved, if the stop switch is operated in a specific operation manner and a predetermined symbol combination is not displayed, the second game state is not started, When a predetermined lottery result is achieved, even if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is displayed, the operation probability of the condition device related to replay does not change, When a predetermined lottery result is achieved, even if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is displayed, the probability of operation of the condition device related to the winning does not change, When a predetermined lottery result is reached, the stop switch is operated in a predetermined manner, and even if a predetermined symbol combination is not displayed, the predetermined lottery result is not carried over to the next game or later, When a predetermined lottery result is obtained in the first game state, the stop switch is operated in a predetermined operation manner, and a game after the predetermined symbol combination is not displayed is compared with a game in the second game state. In the game in the second game state, the rate at which an operation manner capable of displaying a specific symbol combination is notified is higher, In a specific situation, if a power outage occurs, the max bet switch is pressed when there is no power being supplied, and the power is turned on while the max bet switch is pressed, if the max bet switch continues to be pressed after the power is turned on, the bet process based on the pressing of the max bet switch will not be executed, but if the 1 bet switch is pressed in this situation, the bet process based on the pressing of the 1 bet switch can be executed. In a specific situation, if a power outage occurs, the 1 bet switch is pressed when there is no power being supplied, and the power is turned on when the 1 bet switch is pressed, if the 1 bet switch continues to be pressed after the power is turned on, the bet processing based on the pressing of the 1 bet switch will not be executed, but if the max bet switch is pressed in this situation, the bet processing based on the pressing of the max bet switch can be executed. In the first situation, a power outage occurs, the settlement switch is pressed when there is no power supply, and the power is turned on when the settlement switch is pressed. In the second situation, the settlement switch continues to be pressed after the power is turned on, and the settlement process is not executed, but the max bet switch lamp is lit. If the max bet switch is pressed in the second situation, the bet process can be executed. Gaming machine. The present invention also provides A speaker and one or more selection switches; a performance control means for controlling the performance; Equipped with It is configured so that sound can be output from a speaker, The production control means is The music can be changed based on a predetermined operation of the selection switch, The volume can be changed based on a specific operation of the selection switch, The music can be changed when a predetermined operation after the selection switch is accepted at a first timing that is a predetermined period after the music is changed in response to the predetermined operation before the selection switch is accepted, When a predetermined operation after the selection switch is accepted at a second timing that is within a predetermined period after the song has been changed in response to the predetermined operation before the selection switch, the song cannot be changed; The volume can be changed when a specific operation after the selection switch is accepted at a first timing that is a predetermined period after the volume is changed in response to the specific operation before the selection switch, The volume can also be changed when a specific operation after the selection switch is accepted at a second timing that is within a predetermined period after the volume is changed in response to the specific operation before the selection switch, When the volume is changed based on a specific operation of the selection switch, the operation sound of the selection switch may be output, but when the music is changed based on a specific operation of the selection switch, the operation sound of the selection switch is not output. gaming machines may be . [Effects of the Invention]

[0008] According to the present invention, the performance of the gaming machine can be improved. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a perspective view of the outside of the cabinet of the slot machine PS1. [Figure 2] A diagram showing the back side of the front panel PS2. [Figure 3] FIG. 2 is a view showing the inside of the cabinet PS3. [Figure 4] FIG. 2 is a diagram illustrating functional blocks. [Figure 5] 10 is a flowchart showing a program start process. [Figure 6] 10 is a flowchart showing a power-off process. [Figure 7] 10 is a flowchart showing a timer interrupt process. [Figure 8] 10 is a flowchart showing a power-off recovery process. [Figure 9] 10 is a flowchart showing the main game progress. [Figure 10] 10 is a flowchart showing a setting change process. [Figure 11] A flowchart showing the advantageous zone clear counter management process. [Figure 12] This is an example of a push button effect. [Figure 13] 10 is an example of a display mode of a display device when a push button effect is executed. [Figure 14] This is an example of a step-up preview in normal presentation mode. [Figure 15] This is an example of a line preview in a normal presentation state. [Figure 16] This is an example of a line preview during a continuous performance. [Figure 17] This is an example of a switch image for effects when the front panel PS2 is open. [Figure 18] 10 is an example of a switch image for effect in a demo screen. [Figure 19] 10 is an example of a switch image for effect in a demo screen. [Figure 20]1 is a diagram showing a reel arrangement according to specification 1 of the gaming machine of the present invention. [Figure 21] FIG. 10 is a diagram showing the symbol combination 1 / 4 for the specification 1 of the gaming machine according to the present invention. [Figure 22] FIG. 10 is a diagram showing the symbol combination 2 / 4 for the specification 1 of the gaming machine according to the present invention. [Figure 23] FIG. 10 is a diagram showing the symbol combination 3 / 4 for the specification 1 of the gaming machine according to the present invention. [Figure 24] FIG. 10 is a diagram showing the symbol combination 4 / 4 for the specification 1 of the gaming machine according to the present invention. [Figure 25] FIG. 1 is a diagram showing a condition device 1 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 26] FIG. 10 is a diagram showing a condition device 2 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 27] FIG. 10 is a diagram showing condition devices 3 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 28] FIG. 10 is a diagram showing a condition device 4 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 29] FIG. 10 is a diagram showing the number of non-RT internal lottery placements 1 / 3 for the specification 1 of the gaming machine according to the present invention. [Figure 30] FIG. 10 is a diagram showing the number of non-RT internal lottery placements 2 / 3 for the specification 1 of the gaming machine according to the present invention. [Figure 31] FIG. 10 is a diagram showing the number of non-RT internal lottery placements 3 / 3 for the specification 1 of the gaming machine according to the present invention. [Figure 32] FIG. 1 is a diagram showing RT fluctuation triggers for the gaming machine specification 1 according to the present invention. [Figure 33] FIG. 10 is a diagram showing the internal lottery placement number 1 / 3 of the RT for the specification 1 of the gaming machine according to the present invention. [Figure 34] FIG. 10 is a diagram showing the internal lottery placement number 2 / 3 of the RT for the specification 1 of the gaming machine according to the present invention. [Figure 35] FIG. 10 is a diagram showing the internal lottery placement number 3 / 3 of the RT for the specification 1 of the gaming machine according to the present invention. [Figure 36] A diagram showing the transition of advantageous zones for specification 1 of the gaming machine of the present invention. [Figure 37] This is a diagram explaining the case where the MAX bet switch is not operated after the payout process is completed. [Figure 38] This is a diagram explaining the case where an insertion operation is performed using the MAX bet switch after the payout process has been completed. [Figure 39] FIG. 10 is a diagram illustrating the case where a settlement operation is performed using the settlement switch after the dispensing process is completed. [Figure 40] FIG. 10 is a diagram illustrating a case where no gaming medals are inserted after the settlement process is completed. [Figure 41] FIG. 10 is a diagram illustrating the case where a gaming medal is inserted after the settlement process is completed. [Figure 42] FIG. 10 is a diagram illustrating a case where payout is performed normally. [Figure 43] FIG. 10 is a diagram illustrating a case where dispensing is not performed normally (when a hopper empty error occurs). [Figure 44] 10 is a diagram illustrating a case where dispensing is not performed normally (when a hopper retention error occurs). FIG. [Figure 45] FIG. 10 is a diagram showing an example of a display screen when payout is performed normally. [Figure 46] FIG. 10 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper empty error occurs). [Figure 47] FIG. 10 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper retention error occurs). [Figure 48] FIG. 10 is a diagram illustrating an example of a program showing interrupt prohibition and interrupt permission. [Figure 49] FIG. 10 is a diagram showing a time chart of an 8-bit counter and timer interrupt processing. [Figure 50] FIG. 10 is a diagram illustrating the execution timing of a timer interrupt process. [Figure 51] FIG. 1 is a front view of the pachinko gaming machine. [Figure 52] This is an oblique view of the front of the above-mentioned pachinko game machine with the frame member open. [Figure 53]This is an oblique view from the rear of the above-mentioned pachinko game machine with the frame member open. [Figure 54] FIG. 1 is a perspective view showing a game board attached to the pachinko gaming machine. [Figure 55] This is a functional block diagram of the pachinko gaming machine. [Figure 56] FIG. 1 is a diagram showing the transition of the gaming state of the assumed pachinko gaming machine. [Figure 57] This is a diagram showing the power-on process of the main control board of the pachinko gaming machine. [Figure 58] A diagram showing the game stop state setting process during the power-on process. [Figure 59] This is a diagram showing the interrupt processing of the main control board of the pachinko gaming machine. [Figure 60] FIG. 10 is a diagram showing a winning / losing lottery table for the assumed pachinko gaming machine. [Figure 61] FIG. 10 is a diagram showing a winning symbol lottery table for the assumed pachinko gaming machine. [Figure 62] This is a diagram showing a variation pattern lottery table during a low base state of the assumed pachinko gaming machine. [Figure 63] This is a diagram showing a variation pattern lottery table during a high base state of the assumed pachinko gaming machine. [Figure 64] This is a diagram showing a special variation pattern lottery table that is referenced during a limited period of time for the underlying pachinko gaming machine. [Figure 65] This is a diagram showing the power-on process of the performance control board of the pachinko gaming machine. [Figure 66] This is a diagram showing the interrupt processing of the performance control board of the pachinko gaming machine that is the premise. [Figure 67] This is a diagram showing the game presentation of the pattern change display (while decorative patterns are displayed stopped) during normal play (low probability / low base) of the assumed pachinko game machine. [Figure 68] This is a diagram showing the game presentation in a situation where a reach presentation with a high expectation of a jackpot is being performed on the underlying pachinko gaming machine. [Figure 69] This is a diagram showing the game presentation when a jackpot game is being played on the pachinko gaming machine. [Figure 70] This is a diagram showing the game presentation when the electric chute support function is operating during a specific game state (high probability or low probability / high base) of the underlying pachinko game machine. [Figure 71] FIG. 10 is an image diagram of the confirmation effect according to the present invention. [Figure 72] A diagram showing the timing of the confirmation effect and error notification in the present invention. [Figure 73] A diagram showing the timing of the confirmation effect and error notification in the present invention. [Figure 74] FIG. 10 is a diagram showing a display screen in a case where a song change is possible according to the present invention. [Figure 75] FIG. 10 is a diagram showing timings for enabling / disabling song changes and volume changes according to the present invention. [Figure 76] 10A and 10B are conceptual diagrams showing transitions between the availability of music change and volume change according to the present invention; [Figure 77] 1 is a diagram showing an example of a power supply line in a slot machine according to the present invention. FIG. [Figure 78] A diagram showing an example of a power supply line in a pachinko gaming machine according to the present invention. [Figure 79] 1 is a diagram showing an example of a power supply line in a slot machine according to the present invention. FIG. [Figure 80] A diagram showing an example of a power supply line in a pachinko gaming machine according to the present invention. [Figure 81] 1 is a diagram showing an example of a power supply line in a slot machine according to the present invention. FIG. [Figure 82] A diagram showing an example of a power supply line in a pachinko gaming machine according to the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0010] First, we will explain the slot machine and pachinko machine that are the premise of this invention. Note that when both the premise slot machine and the premise pachinko machine are included, they may be referred to as "the premise gaming machine," "the premise technology," "the gaming machine in the premise technology," etc.

[0011] <<Slot Machines>> <Terminology> "Medals (number of medals)," "game media (number of game media)," and "game value" are synonymous. "Bet," "BET," and "insertion" regarding game media are synonymous and all refer to the act of betting game media. Hexadecimal numbers are expressed as "0xXXX" or "XXXh," and unless otherwise specified before or after the number, they are expressed in decimal. "Reels" are sometimes referred to as "machines," and all are synonymous. "Storage means" are sometimes referred to as "RWM," "RAM," or "storage area," and all are synonymous. The word "award" used in "awarding game media" or "awarding points" is sometimes referred to as "payout," and all are synonymous. The "setting / reset switch" is sometimes referred to as the "setting change switch" or "reset switch" depending on its function, but in both cases, it refers to the same switch. The "setting change switch" and "reset switch" may be provided as separate switches. When a small combination with a large payout or a small combination with a small payout stops depending on the operation mode, the small combination with a large payout is called a high-point (high-point bell, high-point small combination are also synonymous), and the small combination with a small payout is called a low-point (low-point bell, low-point small combination are also synonymous). In addition, if a pattern combination with no payout stops at this time, it may be called a spilled point (synonymous with a spilled point).

[0012] The slot machine PS1 will be described in detail below with reference to the drawings.

[0013] <Explanation of the PS1 slot machine> The components of the slot machine PS1 will be described with reference to FIGS.

[0014] The slot machine PS1 is roughly divided into two sections, the front panel PS2 and the cabinet PS3, each with the necessary components and circuit boards. The sides of the front panel PS2 and cabinet PS3 of the slot machine PS1 are joined by a hinge and a locking device, and the locking device on the front panel PS2 can be opened by inserting a lock key into the locking device and rotating it in a specific direction. In other words, the front panel PS2 functions as a door to the cabinet PS3.

[0015] <Front Panel PS2> The front panel PS2 (also referred to as the front door PS2, front surface door PS2, or front door PS2) is made up of a decorative plate member, and on the front side (player side) there are a display window 4, an operation indicator lamp 24, a bet number display lamp 25, a credit number display 26, a number of coins won display 27, an operation panel 11, a lower panel 5, performance lamps on the top or both sides, etc., and on the back side there are a medal selector 34 (hereinafter sometimes simply referred to as the "selector"), a display device 32, a sub-control board 1000, various boards, etc., and a setting display LED (hereinafter sometimes referred to as the setting value display LED, setting display device, setting value display device, or setting value display device).

[0016] <Display window 4> The display window 4 is an area provided in the front panel PS2, and when the front panel PS2 is closed, the symbols drawn on the reels are visible. The symbols printed on the outer periphery of each reel tape fixed to the reel rim of each of the left reel 8a, center reel 8b, and right reel 8c are configured to be visible from the front (player side) through the display window 4. When the reels are stopped, three consecutive symbols out of 21 symbols (which may be freely designed as 20, 16, or other symbols depending on the specifications) are visible. In other words, a total of nine symbols (3 symbols x 3 reels) are visible through the display window 4. Here, of the stop positions where the left reel 8a, center reel 8b, and right reel 8c each stop three symbols, the uppermost stop position is referred to as the upper row, the center stop position is referred to as the middle row, and the lowermost stop position is referred to as the lower row.

[0017] <Valid line> The activated line is a symbol combination line that is the target of a win determination process (described later) when the left reel 8a, center reel 8b, and right reel 8c come to a stop. The activated line in the slot machine PS1 is visible through the display window 4 and is composed of a symbol combination line (middle horizontal line) that passes through the middle of each reel. When the winning determination process determines that a symbol combination that has come to a stop on the activated line corresponds to one of the winning combinations, processing is performed according to the stopped symbol combination. For example, when it is determined that a symbol combination corresponding to a minor winning combination such as a bell has come to a stop, a payout process for game medals (hereinafter sometimes referred to as medals, game media, or game value) and a credit addition process are performed, and when it is determined that a symbol combination corresponding to a replay has come to a stop, an automatic bet process is performed.

[0018] Depending on the slot machine PS1, the pay lines may be set to five lines, including an upper horizontal line, a middle horizontal line, a lower horizontal line, an upward-right line, and a downward-right line, or six or more lines may be set, including non-straight, roughly mountain-shaped (lower left reel 8a, upper middle reel 8b, lower right reel 8c), roughly valley-shaped (upper left reel 8a, lower middle reel 8b, upper right reel 8c), roughly L-shaped (upper left reel 8a, lower middle reel 8b, lower right reel 8c), or may be set so that the pay lines change depending on the number of coins bet, and can be freely designed according to the specifications of the slot machine PS1. Also, straight lines other than the pay lines may be called inactive lines.

[0019] <Operation indicator lamp 24> The operation indicator lamps 24 are provided around the display window 4 and instruct the player on the operation sequence of the stop switches 13 (described later) while the left reel 8a, center reel 8b, and right reel 8c are spinning. That is, when the left operation indicator lamp 24a is lit (the center operation indicator lamp 24b and the right operation indicator lamp 24c are off), it indicates that the left stop switch 13a should be operated, when the center operation indicator lamp 24b is lit (the left operation indicator lamp 24a and the right operation indicator lamp 24c are off), it indicates that the center stop switch 13b should be operated, and when the right operation indicator lamp 24c is lit (the left operation indicator lamp 24a and the center operation indicator lamp 24b are off), it indicates that the right stop switch 13c should be operated.

[0020] <Bet number display lamp 25> The bet number indicator lamps 25 (bet number indicator lamps 25, bet number indicator lamps 25, bet number indicator lamps 25, bet number indicator lamps 25) are provided on the operation panel 11 and have the function of displaying the number of coins bet by the player. They are also comprised of a 1 bet lamp 25a (not shown), a 2 bet lamp 25b (not shown), and a 3 bet lamp 25c (not shown). When one medal is bet, the 1 bet lamp 25a lights up, when a total of two medals are bet, the 1 bet lamp 25a and the 2 bet lamp 25b light up, and when a total of three medals are bet, the 1 bet lamp 25a, the 2 bet lamp 25b, and the 3 bet lamp 25c light up. Although not shown, after a symbol combination related to a replay is displayed, when the automatic bet process is executed, the bet number indicator lamp 25 corresponding to the number of bets used in the game in which the replay was won is turned on, and the replay lamp is turned on. The timing of lighting the bet number display lamp 25 and the timing of lighting the replay lamp may be the same, or one of them may be configured to light up first.

[0021] <Credit Number Display 26> The credit number display 26 is provided on the operation panel 11 and is composed of a segment display 26a (not shown) which is made up of 7 segments and dot points (DP) and mainly displays the upper digits of the credit number, and a segment display 26b (not shown) which is made up of 7 segments and dot points (DP) and mainly displays the lower digits of the credit number. The credit number refers to the number of medals credited (electrically stored) in the slot machine PS1, and can be stored up to a maximum of 50. In addition, when normal gameplay cannot proceed, such as when an error is detected, a message regarding the error may be displayed.

[0022] <Acquisition number indicator 27> The earned coin count display 27 is provided on the operation panel 11 and is composed of a segment display 27a (not shown) which is made up of 7 segments and dot points (DP) and mainly displays the upper digits of the earned coin count, and a segment display 27b (not shown) which is made up of 7 segments and dot points (DP) and mainly displays the lower digits of the earned coin count. The earned coin count refers to the number of medals paid out to the player in accordance with the results of the game on the slot machine PS1 (including those stored in the credit number display 26). In addition, when normal gameplay cannot proceed, such as when an error is detected, a display related to the error may be displayed.

[0023] The credit number display 26 and the acquired coin number display 27 display their respective information using the segment displays 26a, 26b, 27a, and 27b. In addition, the credit number display 26 and the acquired coin number display 27 may also display information other than the credit number or acquired coin number depending on whether the DP is lit or not. For example, information indicating that the player is in a favorable zone (described below) or that a predetermined external signal is being output may be notified by lighting the DP of one of the segment displays. The acquired coin number display 27 may also have the capability to notify the player of the order in which buttons are pressed using the display units for the upper and lower digits. When the acquired coin number display 27 is used to notify the order in which buttons are pressed, the acquired coin number display 27 may be referred to as an instruction monitor.

[0024] <Operation panel 11> The operation panel 11 is provided in approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped manner with a substantially horizontal section and a vertical section extending substantially vertically downward from the tip of the horizontal section, and the vertical section is provided with a start switch 12 and a stop switch 13, which will be described later, and the horizontal section is provided with a medal insertion slot 17, a plurality of bet switches (MAX BET switch 18, 1 BET switch 19), a sub-switch 20, a sub-cross key switch 21, an eject switch 22, a settlement switch, and a performance switch, which will be described later.

[0025] <Start switch 12> The start switch (also referred to as a start lever) 12 is located on the vertical portion of the operation panel 11. It is a lever-shaped operation unit, and its mechanism is such that a start switch sensor is ON when not operated and OFF when operated, thereby determining that the start switch has been operated. The start switch 12 is activated when the number of coins bet reaches a predetermined number. When the start switch 12 is operated, it executes an internal lottery process, a process related to the instruction function, a reel rotation process, or the like. Furthermore, in the slot machine PS1, which is the premise of this invention, the input signal is low active. Therefore, when the start switch sensor is ON when not operated, the start switch input signal is OFF. When the start switch sensor changes from ON to OFF when operated, the start switch input signal is ON. However, this is not limiting; the start switch input signal may be ON when the start switch sensor is ON.

[0026] Hereinafter, when it is simply stated that "the start switch is ON" or "the start switch is operated," it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON.

[0027] <Stop switch 13> The stop switch 13 is provided on the operation panel 11. In the case of the slot machine PS1, the left reel 8a is associated with the left stop switch 13a, the middle reel 8b is associated with the middle stop switch 13b, and the right reel 8c is associated with the right stop switch 13c. When the stop switch 13 can be operated, the color of a lamp provided on the main body of the stop switch 13 or a lamp around it changes, indicating that the stop switch 13 is active. For example, when the stop switch 13 can be operated, the lamp lights up blue, and when it cannot be operated, the lamp lights up red. Another example is when the stop switch 13 can be operated, the lamp lights up, and when it cannot be operated, the lamp lights up.

[0028] <Medal slot 17> The medal slot 17 is provided on the operation panel 11. It has an opening for inserting medals into the medal slot, and restricts the insertion of medals larger than the standard size. There are multiple types of medal slots 17 manufactured to correspond to the standard sizes of multiple types of medals, but the installation standards for the various medal slots 17 are the same so that they can be installed on the operation panel 11 in a common manner.

[0029] Regarding the insertion of gaming media, gaming media are not limited to the above-mentioned medals, and for example, pachinko The gaming machine may input gaming medium information stored in the gaming balls (so-called Parrots) used in the gaming machine, or in an electrical storage medium such as a magnetic card or flash memory, into the gaming machine, and the number of bets may be set or added when a prize is won based on the input gaming medium information.

[0030] <Bet Switch (MAX Bet Switch 18, 1 Bet Switch 19)> The bet switch is provided on the operation panel 11. When the bet switch is operated when there are medals stored in the credit, the bet process is executed and the bet number is set as if medals were inserted into the medal insertion slot 17. However, even if the bet switch is operated when there are no medals stored in the credit, the bet process is invalid (the operation of the bet switch is not accepted). The MAX bet switch 18 is composed of a push-down part operated by the player, a detection part that detects the operation of the push-down part, and a light-emitting part (also called a MAX bet lamp) that lights up the push-down part, and the 1 bet switch 19 is composed of a push-down part operated by the player and a detection part that detects the operation of the push-down part (the 1 bet switch 19 does not have a light-emitting part).

[0031] The MAX BET lamp notifies the player that a bet can be made when the MAX BET switch is operated, and various notification modes are possible, such as lighting up the MAX BET lamp in a predetermined color, flashing the MAX BET lamp at a predetermined interval, etc. Conversely, if the MAX BET switch is operated but the bet cannot be made, the MAX BET lamp may light up in a specific color or not light up at all.

[0032] The slot machine PS1 is also provided with a MAX BET switch 18 that allows the user to bet the maximum number of coins set for each slot machine PS1 (3 coins in the assumed slot machine PS1), and a 1 BET switch 19 that allows the user to bet 1 coin. The system is configured to execute a MAX BET process when the user operates the MAX BET switch 18, and execute a 1 BET process when the user operates the 1 BET switch 19. The MAX BET process can be executed when the sum of the number of credits and the number of bets currently bet is 3 or more, and the number of bets currently bet is less than 3. The MAX BET process cannot be executed when the sum of the number of credits and the number of bets currently bet is less than 3 (in other words, when the MAX BET switch 18 is operated, the number of bets is less than 3), or when 3 bets have already been made. The 1 BET process can be executed when the number of credits is 1 or more, and the number of bets currently bet is less than 3, but cannot be executed when 3 bets have already been made.

[0033] In addition, the 1 bet switch 19 executes 1 bet processing each time it is operated, and when the 1 bet switch 19 is operated three times from a state where no bets have been made, it becomes a 3 bet state, and three operations of the 1 bet switch 19 are equivalent to one operation of the MAX bet switch 18.

[0034] Also, although an embodiment has been described in which the 1 bet switch 19 is disabled when 3 bets have been made, the switch may be configured so that when 3 bets have been made and the 1 bet switch 19 is operated once, the switch becomes in the 1 bet state and 2 cards are returned to the credits.

[0035] Also, in the embodiment described above, the MAX BET process executed by operating the MAX BET switch 18 is not executed when the number of bets is less than 3, but a process of betting the maximum number that can currently be betted is also conceivable. In other words, a process of betting 2 when the MAX BET switch 18 is operated when no bet has been made and the number of credits is 2 is also conceivable.

[0036] The maximum number of coins that can be bet may be configured to differ depending on the gaming state, and may be 3 coins during non-bonus periods and 2 coins during bonus periods.

[0037] <Subswitch 20> The sub-switch 20 is provided on the operation panel 11 and consists of a push-down section made of a translucent material for direct operation by the player, a detection section that detects when the push-down section is operated, and a sub-switch lamp that illuminates the push-down section of the sub-switch. This sub-switch 20 is primarily a switch for displaying a menu screen on the display device 32, which will be described later. In addition to the sub-switch 20, sub-cross key switches 21 (up switch, down switch, left switch, right switch) and effect switches (switches operated by instructions during gameplay) are also provided as input means managed by the sub-control board 1000. The sub-switch 20 can also function as a trigger for activating a linkage system with a mobile terminal (hereinafter also referred to as a mobile linkage system), which will be described later. While the sub-switch 20 is divided into a menu display function and the effect switches are used for operation during gameplay, they may be combined into a common switch.

[0038] The menu screen displays winning combination items, reel arrangement items, volume adjustment items, light intensity adjustment items, and items related to the mobile linkage system, and the cursor selecting an item is controlled to move up and down by operating the up switch or down switch of the sub cross key switch 21. Also, when the sub switch 20 is operated while the cursor is on one of the items, details of that item are displayed. For example, when the sub switch 20 is operated while the cursor is on the volume adjustment item, a volume adjustment screen is displayed, and the volume can be adjusted by operating the left switch or right switch of the sub cross key switch 21.

[0039] Furthermore, the menu screen can be displayed by operating the sub-switch 20 when no bets have been placed after the game has finished. The menu screen is displayed by operating the sub-switch 20 regardless of the presentation state at that time: normal presentation, continuous presentation, AT presentation, or demo screen (a screen that appears 60 seconds after the game has finished, and displays the manufacturer's name and a presentation introduction in the form of a moving image). However, this is not limiting to the present embodiment, and the menu screen may not be displayed even if the sub-switch 20 is operated during continuous presentation or AT presentation.

[0040] <Show switch> The effect switch is provided on the operation panel 11 and is composed of a push-down section made of a translucent material for direct operation by the player, a detection section that detects that the push-down section has been operated, and an effect switch lamp that lights up the push-down section of the effect switch. When the effect switch is operated in a situation where operation of the effect switch is valid, an effect based on the operation is executed. For example, when a continuous effect is being executed on the display device (hereinafter sometimes simply referred to as "LCD") 32, it is possible to display either a "success" display (hereinafter sometimes referred to as a "successful effect") indicating that a bonus has been awarded in the final game of the continuous effect, or a "failure" display (hereinafter sometimes referred to as a "failure effect") indicating that no bonus has been awarded, by operating the effect switch.

[0041] Furthermore, when the operation of the effect switch is valid, the effect switch lamp lights up, thereby making it possible to notify the player that the operation of the effect switch is valid. As a lighting mode of the effect switch, it is possible to make it unlit when the operation of the effect switch is invalid, and to light up when the operation of the effect switch is valid. Another lighting mode when the operation of the effect switch is valid may be to repeatedly light up and turn off at a fixed cycle.

[0042] Furthermore, in a situation where operation of the effect switch is valid, a display imitating the effect switch is displayed on the LCD to notify that operation of the effect switch is valid. When a display imitating the effect switch is displayed on the LCD, it is displayed based on a command received from the main control means 100. For example, a display imitating the effect switch may be displayed based on a start switch reception command, or a display imitating the effect switch may be displayed based on a command to stop all reels.

[0043] <Settlement switch> The settlement switch is provided on the operation panel 11. When operated after a game is completed, the settlement switch executes a process (settlement process) to pay out the number of gaming media betted and the number of gaming media accumulated in the credit to the player. Note that, in the slot machine PS1 assumed here, when the settlement switch is operated under conditions in which a bet has been made and gaming media are accumulated in the credit, the bet gaming media are paid out first, followed by the gaming media accumulated in the credit. However, this is not limited to this, and a process may be executed to pay out the gaming media accumulated in the credit only when the number of gaming media betted is 0. In other words, when the settlement switch is operated under conditions in which a bet has been made, only the gaming media betted are paid out, and then when the settlement switch is operated again, the gaming media accumulated in the credit are paid out.

[0044] <Bottom Panel 5> The lower panel 5 is provided below the front panel PS2. It is made up of two sheets of transparent resin joined together, with a design sheet sandwiched between the two sheets of resin, and the design sheet is printed with a design that represents the characteristics of each slot machine PS1.

[0045] <Medal payout outlet 45> The medal payout outlet 45 is provided below the lower panel 5. It is an outlet for discharging medals paid out from a hopper 44 (also referred to as a hopper) (described later) to the outside of the slot machine PS1 (to the tray 28). It also serves as a return port for discharging medals rejected by a medal selector 34 (described later) to the outside of the slot machine PS1.

[0046] <Saucer 28> The tray 28 is provided below the lower panel 5. It has a generally concave structure so that it can receive and store medals released from the medal payout opening 45, and it protrudes toward the player so that the player can check the stored medals.

[0047] Other functions of the tray 28 include a cigarette ashtray 29 and a seal storage section 30 that stores a resin sheet with a union license seal, patent stamp seal, and model seal attached, and has an opening for displaying them to the player.

[0048] <Speaker S> The speakers S are provided at the top and bottom of the front panel PS2. They are connected to the sub-control board 1000 by a harness (not shown), and output sound effects that match the performance, as well as error sounds and warning sounds that notify users that an error has occurred.

[0049] <Display device 32> The display device 32 is located above the front panel PS2. It is a device capable of displaying images, and various devices, such as an LCD display, a plasma display, an OLED display, or a projector, can be used. It is electrically connected to the sub-control board 1000 and displays various visual effects, as well as game instruction images that indicate the order in which to press the stop switch 13 and the positions where to press the buttons during play (when only the order is displayed, this is called a push order navigation image (also called a push order image, operation sequence image, or operation sequence image)); when only the positions where to press the buttons are displayed, this is called a push order navigation image (also called a push image or operation position image); when both the order and the positions where to press the buttons are displayed, this is called an operation mode navigation image (also called an operation mode image) as a broader concept than the order or positions where to press the buttons), and error images when an error occurs. Some slot machines PS1 do not have a display device 32.

[0050] <Other performance devices such as dot displays and moving props> Other effect devices, such as dot displays and movable gadgets, are located at any position on the front panel PS2, such as around the display window 4 or on the top and bottom panels. These effect devices are electrically connected to the sub-control board 1000 and display various effect images and actions, as well as game instruction images and actions that indicate the order and timing of pressing the stop switch 13 during play, and error images and actions when an error occurs. Other effect devices are installed as desired depending on the model of slot machine PS1. Various devices, such as LCD displays, plasma displays, organic EL displays, and projectors, can also be used as other effect devices. In particular, in gaming machines equipped with an auxiliary LCD as an additional effect device, the display device 32 is sometimes referred to as the main display device, and the LCD as the other effect device is sometimes referred to as the sub-display device. In this case, the main display device has a larger display area than the sub-display device.

[0051] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2, and is provided in the flow passage below the medal insertion slot 17. The medal selector 34 has the following functions: a medal counting function that counts the number of medals inserted by the player using a sensor provided on the flow passage, a medal removal function that guides inserted non-standard medals to a receiving tray 28, an ejection function that removes medals that have become stuck in the medal selector 34 when an eject switch provided on the front of the front panel PS2 is operated, and a blocker function that removes medals inserted at times other than when medals are being accepted from the flow passage using an electrically driven blocking member (also called a blocker). Furthermore, if the medal inserted at the time of medal reception is a legitimate medal, the medal selector 34 discharges the medal to a hopper 44 located downstream.

[0052] The various sensors within the medal selector consist of a passage sensor, insertion sensor 1, insertion sensor 2, and chute sensor. The passage sensor is the first sensor to detect medals inserted through the medal insertion slot, and is provided to count the number of inserted and ejected medals. Insert sensor 1 and insertion sensor 2 are located downstream of the passage sensor and blocker, and are provided to determine the passage time of medals passing insertion sensor 1 and insertion sensor 2 to determine whether they pass normally or abnormally. Insert sensor 2 is located downstream of insertion sensor 1. The chute sensor is located downstream of insertion sensor 2, and is provided to count the number of inserted and ejected medals. The passage sensor and chute sensor have overlapping functions, so it is possible to provide only one of them.

[0053] When the blocker in the medal selector is ON, it allows the passage of game medals, and when it is OFF, it does not allow the passage of game medals. Allowing the passage of game medals means that game medals inserted from the medal insertion port are guided to the hopper 44, and not allowing the passage of game medals means that game medals inserted from the medal insertion port are not guided to the hopper 44.

[0054] The components of the cabinet PS3 in the slot machine PS1 will be described below.

[0055] <PS3 Cabinet> The cabinet PS3 is configured in the shape of a rectangular box with an opening on one side, and inside are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as the "reset switch" or "setting switch"), a power supply 39, a main control board 100, an external output terminal board 47, etc.

[0056] <Main control board 100> The main control board 100 is housed in the internal space created when the main control board case body and the main control board case cover are fitted together, and the main control board case body and the main control board case cover are caulked together to prevent them from being easily opened or closed (they are sealed). The main control board 100 is fixed to a main control board case bracket inside the PS3 cabinet.

[0057] <Reel Unit 6> The reel unit 6 is mainly composed of a reel frame, a left reel 8a, a center reel 8b, and a right reel 8c. The reel unit 6 is attached to a reel base 7 inside the center of the PS3 cabinet and fixed with locking members (screws or rivets).

[0058] The reels (left reel 8a, center reel 8b, right reel 8c) are composed of a reel base, a reel tape with multiple designs attached to the outer periphery of the reel base, a stepping motor axially supported on the reel base, and a motor fixing base that fixes the stepping motor and is not considered a reel unit. A different pattern arrangement is drawn on the reel tape for each reel.

[0059] When the start switch 12 is operated by the player, the reels are accelerated, and after reaching a constant speed (approximately 80 rotations per minute), the stepping motor is moved one step for each interrupt to maintain a constant speed rotation state (constant speed rotation), and then, depending on the player's operation of the stop switch 13, the corresponding reel is moved at a constant speed rotation to a stop position determined for each stop operation acceptance position, and after the reel has been moved to the stop position, a brake is applied (a four-phase excitation signal is output) to stop the rotation of the reel and end the excitation output.

[0060] In addition, an index is provided on the spokes at the reel base of each reel, and an index sensor attached to the motor fixing base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during each rotation. The stepping motor, which drives the reels in the slot machine PS1, has 336 steps, and one rotation occurs in 336 timer interrupt processes during constant-speed rotation. During constant-speed rotation, a rotation failure detection counter is incremented every two timer interrupt processes, and a rotation failure is determined when the counter value of the rotation failure detection counter reaches 180. In other words, a rotation failure is determined when the reel does not complete one rotation even after 360 timer interrupt processes have been executed. The rotation failure detection counter is set to 0 when an index is detected, so that if the constant-speed rotation process is normal, the rotation failure detection counter will reach 0 before reaching 180.

[0061] In the slot machine PS1, the determination of whether an index is detected is performed during constant speed processing, but the determination of whether an index is detected is not performed during acceleration processing. However, this is not limited to this, and the determination of whether an index is detected during constant speed processing and acceleration processing may be performed. With this configuration, it is possible to more quickly bring the player into a state where a stop can be accepted.

[0062] In addition, a back lamp unit is provided on the motor fixing base of each reel, which lights up to highlight the stopped pattern after the reel has stopped, and lights up to improve the visibility of the pattern while the reel is rotating.

[0063] <Hopper 44> The hopper 44 is a device that mainly stores medals inserted by players. The hopper 44 is placed by engaging with rails attached to the bottom plate of the cabinet PS3 and can slide back and forth along the rails. The hopper 44 is composed of a storage tank section that receives and stores medals guided from the medal selector 34 into the gaming machine, a hopper motor that is driven by a drive signal input from the hopper drive means, a turntable that is journaled to the hopper motor and aligns the medals in the storage tank section, a medal payout section that has a discharge mechanism that rotates the turntable to discharge medals one by one into the tray 28, a medal discharge port from which medals are discharged by the medal payout section, and a payout sensor that detects medals discharged from the medal discharge port.

[0064] <Auxiliary Tank 46> The auxiliary tank 46 is configured to store medals. When medals exceed the capacity of the storage tank of the hopper 44, they are stored in the auxiliary tank 46 via a downwardly sloping rail provided in the storage tank. The auxiliary tank 46 has a rectangular box-like structure. When installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed to the interior of the auxiliary tank 46 through through-holes provided in at least one side. When a certain amount of medals inserted through the medal insertion slot are stored, the two fullness detection electrodes become electrically conductive via the medals, and the hopper 44 and auxiliary tank 46 are determined to be full. The number of fullness detection electrodes is not limited to two; the number may be changed, such as three. Furthermore, the method of fullness detection is not limited to using fullness detection electrodes; fullness detection may also be achieved by a sensor provided at a predetermined position detecting medals.

[0065] <Setting key switch 37> The setting key switch 37 is located on a setting key switch unit with a door on the front side inside the slot machine PS1. After opening the front panel PS2, the setting key switch unit can be accessed by opening the door. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on while medals can be accepted, the current setting value can be confirmed, and if the setting key switch 37 is determined to be on during the power-on recovery process (also referred to as the power-on process) when the power is turned on, a setting change process (described below) is executed.

[0066] <Power supply device 39> The power supply unit 39 is located at the lower left when viewed from the front of the cabinet PS3. The power supply unit 39 has a rectangular box-like structure, and is provided with a power switch 40 on the outside and a power supply board for generating voltage on the inside. The power supply unit 39 is individually connected to the reel device board and the sub-control board 1000 via harnesses (not shown), and is further connected from the reel device board via a harness to the main control board 100, supplying power to the main control board 100.

[0067] When the power switch 40 is turned on, the power supply device 39 is configured to take in power from outside the slot machine PS1, generate a predetermined voltage, and cause the main control board 100 and the sub-control board 1000 to take in the predetermined voltage, and when the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.

[0068] <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, and converts signals relating to game results output from the main control board 100 into signals in a predetermined format and transmits them to the outside of the slot machine PS1. Game results include the number of coins inserted, the number of coins paid out, the number of bonuses (number of big bonuses, number of regular bonuses), a door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on predetermined information controlled by the main control board 100, such as when the automatic timer is activated, when a specific symbol combination is displayed, or when the value of a game-related counter reaches a predetermined value.

[0069] <Function block diagram> The functional block diagram of the slot machine PS1 will be described with reference to FIG.

[0070] <Main control board 100> The slot machine PS1 is based on a main control board 100 (also referred to as main control means 100, main control board 100, or main control means 100) that controls the general flow of the game, and is electrically connected to a sub-control board 1000 (also referred to as sub-control means 1000, sub-control board 1000, or sub-control means 1000), a door relay board (also referred to as central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc., thereby enabling data communication. However, two-way communication is not possible between the main control board 100 and the sub-control board 1000, and data communication is possible via one-way communication from the main control board 100 to the sub-control board 1000.

[0071] The main control board 100 is equipped with a main control chip. The main control chip allows a main control CPU, main control ROM, main control RAM, etc. to communicate data with each other via a bus. The main control chip also has a main control built-in register, and the main control built-in register and the main control CPU can communicate data with each other via a bus. The main control chip also has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that the main control CPU can use for calculations, etc., a PC register that stores the program (return address) after a return instruction (e.g., RET instruction) after executing a program in response to a call instruction (e.g., CALL instruction), and interrupt registers (e.g., IFF1 register, IFF2 register) that manage the enable / disable state of maskable interrupts.

[0072] The main control chip controls the role lottery (also referred to as internal lottery), reel drive control (also referred to as reel control), payout control, etc., and transmits data to various boards as appropriate. Furthermore, when a selected role (also referred to as AT role, AT target role, push order role, eye-pressing role, or operation procedure role including both push order role and eye-pressing role) is won as a result of the internal lottery, and information regarding the display of the selected role (push order, operation timing) is notified on the main control means 100 side, the sub-control means also notifies the sub-control means by transmitting selected role information (selected role group information, information regarding the display of the selected role). Note that all processing related to the AT, such as transitioning to the AT, extending the number of AT plays, and notifying the push order, is sometimes referred to as processing related to the instruction function. The push order role is a conditional device in which the pattern combination that stops and the game medals awarded to the player differ depending on the order in which the reels are stopped (push order), and the eye-pressing role is a conditional device in which the pattern combination that stops and the game medals awarded to the player differ depending on the timing at which the stop button is operated.

[0073] The main control ROM mounted on the main control board 100 has a storage capacity of "16 KB or less," and includes a usage area (also referred to as a first program area) of "7.5 KB or less" and an area outside the usage area (also referred to as a second program area). The usage area includes a control area (also referred to as a first control area) of "4.5 KB or less" in which programs executed by the main control board 100 are stored, and a data area (also referred to as a first data area) of "3.0 KB or less" in which only information other than programs (for example, internal lottery table information) is stored or will be stored. Similar to the usage area, the area outside the usage area also includes a control area (also referred to as a second control area) and a data area (also referred to as a second data area). The usage area stores programs related to the progress of games, while the area outside the usage area stores programs related to anti-fraud measures and programs used for gaming machine testing.

[0074] The main control RAM mounted on the main control board 100 has a memory capacity of "1024B or less," and has a usable area of ​​"512B or less" (also referred to as the first working area) and a non-usable area (also referred to as the second working area). The first working area is a memory area that can be rewritten as the game progresses, and the second working area is a memory area that can be rewritten when programs for anti-fraud measures and gaming machine testing are executed.

[0075] The memory areas of the main control RAM built into the main control chip include a memory area for switch status flags indicating the on / off state of the play stop switch and the on / off state of the automatic settlement switch, a memory area for setting value information indicating one of the values ​​1 to 6 to be set, a memory area for RT state information indicating which of multiple RT states the RT state is, a memory area for specific condition devices indicating the winning state of specific condition devices such as bonuses, a memory area for game information where other information necessary to progress the game is stored, an unused memory area, a memory area for the stack area where data saved from the registers is stored, and a memory area for the temporary stack area which is set when the power is turned on.

[0076] The main control RAM is initialized when the setting change processing is performed by the setting change means, when the power is turned off and then restored, and at the start of each game, and the range of the memory area of ​​the main control RAM to be initialized differs depending on the case.

[0077] During the setting change process, if the power supply cannot be restored normally, or if the power supply is in an unrecoverable state, data 0 is set (initialized) to the RAM area excluding the storage area for the switch status flag. In other words, only the switch status flag carries over the status before the setting change; for example, the RT status and condition device flags are cleared and not carried over.

[0078] Also, during the setting change process, if the power supply can be restored normally or if the state is not one in which restoration is impossible, that is, if the setting change process is performed normally, data 0 is set in the RAM area excluding the area storing the switch state flag, the setting value information, the RT state information, and the specific condition device. In other words, the RT state, setting value data, and condition device flag are inherited so that the game can be played with the setting value after the setting change while maintaining the game state before the setting change. The setting value data inherits the information before the setting change, and new setting values ​​are set in the subsequent setting change process, so it is used in the sub-control board 1000 to determine whether the setting has been changed.

[0079] Furthermore, during power-off recovery processing, data 0 is set to unused memory areas in the RAM area at the start of each game, and during power-off recovery processing, data 0 is set to memory areas in the stack area excluding the maximum used area when RAM is initialized during power-off recovery.

[0080] The main control internal registers built into the main control chip are used to set the operation of each peripheral circuit (such as a timer circuit) built into the main control chip and to control its functions.

[0081] For example, by writing (also called setting or storing) data to a specified memory area of ​​the main control built-in register using a program stored in the main control ROM, settings (timer circuit settings) can be made for maskable interrupt processing (e.g., timer interrupt processing), which is one of the programs stored in the main control ROM.

[0082] <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. The sub-control chip has a sub-control CPU, sub-control ROM, sub-control RAM, etc. that can communicate data with each other via a bus. The sub-control board 1000 is capable of two-way communication with the performance control board, and transmits data specifying the performance to be output to the speaker S, LED lamp, sub-switch 20, performance switch, etc. Information to the display device 32 is transmitted as data to the image control board. The sub-control board 1000 is also supplied with power directly from the power supply board.

[0083] <Reel device board> The reel device board is a relay board that communicates data between the reel motor, reel sensor, door switch, payout sensor, external output terminal board 47 (also called external central terminal board 47), etc. and the main control board 100. The reel motor controls the drive of the reel. The reel sensor is a sensor that determines whether the reel is operating normally, and transmits data to the reel device board when a protruding piece (also called an index) passes the sensor. The door switch is a sensor that determines whether the front door PS2 is open or not. The payout sensor is a sensor that determines whether medals pass properly when being paid out from the hopper 44. The external central terminal board is a relay board that transmits data to a hall computer outside the gaming machine. In addition, the reel device board is supplied with power directly from the power supply board.

[0084] <Door relay board> The door relay board receives input information from various sensors in the selector (insertion sensor 1, insertion sensor 2, aisle sensor, chute sensor), bet switch information, stop switch information, and settlement switch information, and outputs information such as blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number indicator 26, payout number indicator, replay lamp, 1 bet lamp, 2 bet lamp, 3 bet lamp, start lamp, medal insertion possible lamp, and advantageous zone lamp.

[0085] <Performance control board> The performance control board (also called the performance control means) is electrically connected to the sub-switch 20, the sub-cross key switch 21, the performance switch, the movable props, the speaker S, the back lamp, the LED lamp provided on the front panel PS2, and the image control board that controls the display content of the display device 32.

[0086] The performance control means is configured to be capable of two-way communication with the sub-control means 1000, and controls the output of performance to the performance device based on performance commands received from the sub-control means 1000.

[0087] The effect control means selects the effect content based on the result of the lottery of the winning combination by the internal lottery means. In the slot machine PS1, which is the premise, a plurality of kinds of effect content are provided in advance, and the effect control means selects the effect content by lottery using software random numbers after the lottery of the winning combination by the internal lottery means at the start of a game, etc.

[0088] In addition, multiple types of presentation contents are provided depending not only on the result of the lottery but also on the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, multiple types of presentation contents are provided corresponding to the bonus win, small win, replay win, non-win, etc.

[0089] The presentation content determines what kind of presentation will be output (how the lamp will be turned on, blinking, or extinguished, what kind of sound will be output from the speaker S, and what kind of image will be displayed on the display device 32, etc.) and at what timing (when the start switch 12 or each stop switch 13 is operated, etc.) as the game progresses.

[0090] It is also possible to have the generation of effects output by the effect control means occur in response to operations by the player. For example, it is conceivable that effects could be generated by the effect control means of the sub-control board 1000 based on sub-control commands transmitted from the main control board 100 in response to operation signals from the start switch 12, stop switch 13, medal slot 17, bet switches (MAX BET switch 18, 1 BET switch 19), settlement switch, etc., whose operation signals are input to the main control board 100. It is also conceivable that effects could be generated directly from the sub-control board 1000 in response to sub-input switch operation means, such as the sub-switch 20, sub-cross key switch 21, and effect switches, whose operation signals are input to the sub-control board 1000. Also, although the sub-control board 1000 and the effect control board are separate boards in the above embodiment, they may be configured as a single board. In this case, the sub-control board 1000 is equipped with the functions and processing of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable props, speaker S, back lamp, LED lamp provided on the front panel PS2, and image control board that controls the display content of the display device 32 may be electrically connected to the sub-control board 1000.

[0091] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM, a sound ROM, a cooling fan, etc. for specifically displaying the performance content on the display device 32.

[0092] <Power supply board> The slot machine PS1, which is the premise of this invention, supplies power from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board is then supplied to the main control board 100 and the door relay board. The supplied power is then supplied to each component, thereby electrically connecting them. The power supplied to the sub-control board 1000 is then supplied to the performance control board, which then supplies power to the image control board. The supplied power is then supplied to each component, thereby electrically connecting them.

[0093] The control of the main control board 100 that controls the game of the gaming machine will be described.

[0094] <Error type> Errors are broadly divided into recoverable errors and unrecoverable errors.

[0095] <Recoverable error> Recoverable errors are errors that indicate selector-related errors (medal accumulation errors, medal backflow errors, medal passing time errors), hopper 44-related errors (hopper accumulation errors, hopper empty errors, abnormality detection errors), door open errors, harness disconnection errors, etc. When a recoverable error is set, if the cause of the various recoverable errors is removed and the reset switch is operated, the machine can return to play without having to turn the power back on. During a recoverable error, information about the error that has occurred is displayed on the display device 32, payout number indicator, and various lamps to inform the player of what error has occurred.

[0096] If a recoverable error is detected during play, the game progress may be stopped at the time of detection, or may be stopped after the game in which the recoverable error was detected has ended. By stopping the game progress during a recoverable error, damage to the gaming facility manager can be minimized even if the recoverable error occurred due to fraud. The condition for recovering from a recoverable error state may be configured to automatically recover by removing the cause of the error, and an error that can be recovered without restarting the power is called a recoverable error.

[0097] <Unrecoverable error> In the assumed slot machine PS1, when an irrecoverable error occurs, interrupts are prohibited, the output of the output port is cleared, and other measures are taken to restrict the progress of the game, and the fact that an irrecoverable state has been reached is notified by displaying a message on the credit number display 26 according to the type of error.

[0098] Furthermore, when a recoverable error is set, the recoverable error is cleared when a reset switch (not shown) is operated, but once an unrecoverable error is set, the unrecoverable error cannot be cleared by simply accepting the reset switch or turning the power back on. In this case, the unrecoverable error is cleared by performing a setting change process. When the power is turned back on in the event of an unrecoverable error, part of the power-off recovery process is executed, and then the unrecoverable error display is repeatedly executed, so that subsequent game processing is not executed.

[0099] Unrecoverable errors include when the number of coins bet is other than the specified number when the role is drawn, when the value is not within the normal range in the setting value error check, when it is determined that the power outage processing was not performed normally when the power is restored after a power outage, when it is determined that there is a random number abnormality such as an abnormality in the crystal oscillator frequency, or when a pattern combination corresponding to a role that has not won is stopped on the valid line during the winning determination processing.

[0100] Furthermore, if an unrecoverable error occurs, the game will be stopped regardless of whether the game is in progress or in standby mode (from the end of a game until the start of the next game).

[0101] <How to play, game flow> To play on the slot machine PS1, first, a predetermined number of medals to be bet (also called the prescribed number) is set by inserting medals into the medal insertion slot 17 or by operating the MAX BET switch 18 or 1 BET switch 19 to bet medals stored in advance. The prescribed number for the slot machine PS1 is set to three medals. By setting the number of medals to be bet, the pay line is set to be valid and the machine becomes ready to play.

[0102] If a new medal is inserted through the medal insertion slot when the number of medals betted is set to the upper limit, the number of game medals stored in the credits increases. The maximum number of medals that can be stored in the credits is 50. If medals that exceed the upper limit of the number of medals betted (3 medals) and the upper limit of the number of medals stored (50 medals) are inserted through the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents medals from being inserted into the gaming machine), and the medals are returned to the tray. In other words, when the upper limit of the number of medals betted and the upper limit of the number of stored credits are reached, the blocker is turned off (a path to the hopper 44 in the selector is not formed).

[0103] The bet amount is added when medals are inserted when the bet amount is less than three (less than the maximum bet amount in the game state when the medals are inserted). Furthermore, the credits can be saved when medals are inserted when the bet amount is three (the maximum bet amount in the game state when the medals are inserted) and the credits are less than 50 (less than the maximum number of credits that can be saved). In other words, when the sum of the bet amount and the saved credits is less than 53, medals will enter the gaming machine when inserted through the medal slot. Another condition for medals to enter the gaming machine when inserted is when the machine is in standby mode (the period from the end of a game to the start of the next game). For example, if a symbol combination related to a replay is displayed and the automatic bet process is executed, the medal insertion requirement is met even during standby mode. In this case, three medals have been bet in the automatic bet, so if the saved credits are less than 50, the medal insertion requirement is met.

[0104] Next, when operation of the start switch 12 is accepted, an internal lottery process is executed, and after determining the result of the internal lottery process (also called the role lottery result or condition device number), it is determined whether or not the minimum play time (also called the wait time (period) or 4.1 second timer) has elapsed, and if the wait time has elapsed, each reel begins to rotate, and if the wait time has not elapsed, each reel waits without rotating until the wait time has elapsed.

[0105] Next, when an operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is accepted, the reel corresponding to the operated stop switch 13 stops according to the result of the role lottery and the timing when the stop operation was accepted. When all reels stop (also called a full stop), it is determined whether or not each of the stopped symbols determined when each reel was accepted for stopping is abnormal, and if not abnormal, a search is made to determine which symbol combination has stopped, and depending on the symbol combination that corresponds to the search result, processing such as paying out medals (including adding to credits), setting a replay (automatic betting process), setting a bonus state, ending the bonus state, setting an RT state, and ending the RT state is carried out, and one game is completed.

[0106] <Freeze processing> The freeze process (also called freeze effect) that temporarily stops the progress of the game for a predetermined period of time and delays it includes, for example, temporarily stopping functions related to the progress of the game, such as accepting game media, accepting the operation of a bet switch to determine the number of game media to be bet in advance, accepting the operation of the start switch 12 to start the game, or accepting the operation to stop the reels. The freeze process (freeze effect) is a process controlled by the main control board 100.

[0107] The freeze effect may be such that all of the functions related to the progress of the game as described above are temporarily stopped, or only some of the functions are temporarily stopped.

[0108] Examples of ways to temporarily suspend the progress of a game include not performing control processes based on the player's operation (processing to form a path through which medals are guided to the hopper 44 using blocker control, processing to set the number of coins to bet based on operation of the bet switch, processing to rotate the reels or internal lottery processing based on operation of the start switch 12, and processing to stop the reels based on operation of the stop switch 13).

[0109] When an input signal based on a player's operation is issued during the period when the game progress is paused by the freeze effect, the timing of the end of one game is delayed compared to when the freeze effect is not performed by performing processing such as not performing control processing based on the input signal, not accepting the input signal, or delaying the transmission of the input signal until a predetermined period has passed.

[0110] With regard to freeze effects that are performed based on the operation of the start switch 12, examples include cases where, when the start switch 12 is operated, the reels do not rotate for a predetermined period, but then rotate after the predetermined period has passed; cases where, when the start switch 12 is operated, an internal lottery is not performed and the reels do not rotate for a predetermined period, but then an internal lottery is performed and the reels rotate after the predetermined period has passed; cases where, when the start switch 12 is operated, an internal lottery is performed for a predetermined period but the reels do not rotate, but then the reels rotate after the predetermined period has passed; cases where, after the start switch 12 is operated and an internal lottery is performed, a predetermined period is set during which the reels rotate and stop during the predetermined period; cases where, after the start switch 12 is operated and an internal lottery is performed and the reels are rotated, a predetermined period is set during which the stop switch 13's stop acceptance is disabled for the predetermined period;

[0111] Regarding the freeze effect that is performed based on the operation of the stop switch 13, the control process for the freeze effect is different between the freeze effect that is performed based on the acceptance of the operation of the stop switch 13 and the freeze effect that is performed based on the stop display of a specific symbol on the reel as a result of the operation of the stop switch 13.

[0112] As a control process for the freeze effect performed based on the acceptance of the operation of the stop switch 13, for example, when the left stop switch 13a is operated to freeze while all reels are spinning, the stop acceptance of the middle stop switch 13b and the right stop switch 13c can be disabled after the left reel corresponding to the left stop switch 13a stops. As a result, for a predetermined period of time, the player cannot stop the spinning middle reel and right reel, but after the predetermined period has elapsed, the stop acceptance of the middle stop switch 13b and the right stop switch 13c is enabled, so the timing until the end of one game can be delayed.

[0113] As a control process for freeze effects that is performed based on the fact that a specific symbol has stopped and been displayed on a reel as a result of accepting the operation of the stop switch 13, when a specific symbol has stopped and been displayed on each reel due to accepting the operation of a stop switch 13 other than the stop switch 13 that is stopped last, the stop acceptance of the stop switch 13 that is stopped last may be invalidated, or based on the fact that a specific symbol has stopped and been displayed on each reel due to accepting the operation of the stop switch 13 that is stopped last, control processes such as setting the number of bets based on the operation of a bet switch that starts the next game, detecting the insertion of gaming media using a passing sensor, or automatic betting that is performed when a replay stops on an active line may not be performed.

[0114] During the predetermined period when the freeze effect is performed, the game progress control based on the player's operation is temporarily stopped, but gaming machine operations unrelated to the progress of the game can be executed. For example, even if the stop control process based on the operation of the stop switch 13 is not performed, the reel rotation mode can be set as desired, such as rotating in the normal rotation mode, or rotating at a slower or faster speed than normal.

[0115] The rotation patterns of the reels during a specified period include rotating the reels in the opposite direction to normal rotation (so-called reverse rotation), rotating the reels a specified number of times and then stopping a specific combination of symbols, stopping a specified reel among multiple reels and allowing the other reels to rotate, changing the rotation speed of the reels, or changing the operation of the reels due to player operation.

[0116] The predetermined period for which the freeze effect is performed can be changed according to predetermined conditions. Here, the predetermined conditions include the detection of a signal based on the operation acceptance status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, settlement switch, etc.) and the result of a freeze lottery. In addition, examples of changing the period include shortening or lengthening the predetermined period for which the freeze effect is performed, during which the game progress is temporarily stopped, or switching the reel rotation mode.

[0117] Examples of control processes for shortening the pause period include forcibly terminating the pause period or rewriting it to a period shorter than the pause period. Examples of control processes for lengthening the pause period include adding another period after the pause period or rewriting the pause period to a longer period. Furthermore, the pause period based on the freeze effect does not need to have an upper limit, and may continue until a certain result is achieved based on the result of operation acceptance.

[0118] The pause period during which the freeze effect is performed may be set after the wait period has elapsed, or may be set to include the wait period. If the wait period is included, the wait period is compared with the freeze effect period, and if the freeze effect ends during the wait period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, the freeze effect period may be set after the wait period, or the remaining wait period may be resumed after the freeze effect ends. Also, if the freeze effect period is set to be longer than the wait period, it is possible to omit the process of comparing the wait period with the freeze effect period and start the freeze effect after the start switch 12 is operated (after the internal lottery process).

[0119] As a freeze effect, it is also possible to perform a freeze effect (also called a pseudo game) during acceleration processing, which makes it appear as if a normal game is in progress. In a pseudo game, the start switch 12 is operated, and a pseudo game period is determined during the acceleration processing of the reels after an internal lottery is performed. During the pseudo game period, reel rotation control is performed as in a normal game (reel rotation control is performed based on operation of the start switch based on the start of the pseudo game), and reel stop control is performed based on operation of the stop switch 13. Also, the reels may be configured to be rotated again by operation of the start switch 12 during the pseudo game period. However, internal lottery processing based on operation of the start switch 12, and winning determination processing or payout control processing based on operation of the stop switch 13 are not performed.

[0120] In addition, in the pseudo game, when the reels are stopped by operating the stop switch 13 or when the reels are stopped automatically as a reel effect, the stopped reels are made to sway up and down (so-called sway fluctuation). This allows the player to determine whether they are playing a normal game or a pseudo game when they operate the stop switch 13.

[0121] <Pattern combinations that do not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on an active line, regardless of when the stop switch 13 is operated while the reels are spinning. For example, when bell symbols are arranged every three symbols on all reels, bell-bell-bell always stops (a 100% draw rate), so this symbol combination can be said to not require technical intervention. Hereinafter, a 100% draw rate will be referred to as PB=1, and a winning symbol combination with a 100% draw rate on all reels will sometimes be referred to as a PB=1 role.

[0122] Conversely, PB≠1 means that the winning symbol combination will not stop when the reels are rotating, depending on the timing of stopping the stop switch 13. For example, if there is a location within the pull-in range where there is no symbol related to the winning symbol (e.g., 5 symbols apart), then PB≠1, and the winning symbol may be referred to as a PB≠1 symbol.

[0123] <Small win priority control, bonus priority control> The small win priority control means that when a small win and a bonus are won at the same time, or when a small win is won within a bonus, if both a symbol related to a small win and a symbol related to a bonus can be drawn in, the symbol related to the small win is drawn in.

[0124] Bonus priority control means that when a small role and a bonus are won at the same time, or when a small role is won within a bonus, if both a symbol related to a small role and a symbol related to a bonus can be drawn, the symbol related to the bonus is drawn.

[0125] In addition, since replays have the highest priority and cannot be missed, when the condition device flags for replay and small win, or replay and bonus are turned on at the same time, the replay-related symbols are always drawn.

[0126] <Regular section> The normal section is a section in which processing related to the instruction function cannot be performed. When a push order role is won in the normal section, a process is executed to send masked information (effect group number) indicating which push order was won to the sub-control means 1000. Also, when a push order role is won in the normal section, the notification of the push order (both correct and incorrect push orders) is not displayed on the instruction monitor. As a result, in the normal section, both the main control means 100 and the sub-control means 1000 do not notify the push order even if a push order role is won, so even if a push order role is won in the normal section, it is not always clear whether it is correct or incorrect.

[0127] <Advantageous Zone> The advantageous zone is a zone in which processing related to the instruction function can be executed, and is set up to prevent excessive medal acquisition through the automatic timer. If you win the advantageous zone transition lottery executed in the normal zone, you can transition to the advantageous zone. In the advantageous zone, a transition lottery to the automatic timer can be held, but to prevent the excessive medal acquisition mentioned above, the advantageous zone is designed to end and transition to the normal zone based on certain conditions. Specifically, these conditions include: 1) when 1,500 games have been played since the next game after transitioning to a favorable zone; 2) when more than 2,400 medals have been acquired since the next game after transitioning to a favorable zone; and 3) when any arbitrary condition is met. These conditions can prevent excessive medal acquisition. Examples of arbitrary conditions in 3) include when an automatic timer ends or when a specific symbol combination is displayed.

[0128] <Advantageous Zone Lamp> A favorable zone lamp is provided as information on the main side indicating that the player is in a favorable zone. This allows the player to easily determine whether or not the player is in a favorable zone by checking whether the favorable zone lamp is lit. Specifically, a lit DP on the credit count display 26 indicates that the player is in a favorable zone, while an unlit DP on the credit count display 26 indicates that the player is not in a favorable zone. The favorable zone lamp may be lit after all reels have stopped, after a bet switch operation is accepted, upon detection of the first medal inserted for servicing, upon detection of the second medal inserted for servicing, upon detection of the third medal inserted for servicing, after acceptance of a start switch, or after a winning combination is selected by an internal lottery. The lamp is always lit when the player is in a favorable zone, operation procedure information for a winning combination is announced, and the payout rate (maximum payout rate) for the game being announced exceeds 1 (increases).

[0129] In addition, the advantageous zone lamp is configured to light up even when the machine is not equipped with a push order minor role, so that the payout rate does not exceed 1, but the RT transition push order to an RT with a high replay probability is notified. This is to inform the player that the advantageous zone lamp is in an advantageous state, and to prevent players from suffering losses due to not understanding the specifications of the gaming machine.

[0130] In addition, if the conditions for turning on the advantageous zone lamp as described above are not met, it is acceptable to choose the timing for turning on the advantageous zone lamp after moving to a new advantageous zone.

[0131] Once the advantageous zone lamp is lit, it will remain lit until the advantageous zone ends, and will be turned off before the start switch operation for the next game after the advantageous zone ends (after all reels have stopped, after the bet switch operation has been accepted, when the first medal inserted for maintenance is detected, when the second medal inserted for maintenance is detected, or when the third medal inserted for maintenance is detected).

[0132] By configuring it this way, even if the advantageous zone lamp is not lit, it may be an advantageous zone, and even if the advantageous zone lamp is not lit, it is possible to give the player a sense of expectation that the processing related to the instruction function will be executed. As a result, while in the conventional normal zone, the game was simply a matter of waiting to move to the advantageous zone, with the slot machine PS1 as the premise, it is possible that the AT shift lottery etc. is being held even in the normal zone, making it possible to maintain motivation to play.

[0133] Also, when the advantageous zone type is 1, it does not necessarily mean that it is an advantageous zone. This is because in a game where the advantageous zone type is 0 and the advantageous zone transition lottery is won and the advantageous zone type becomes 1, the advantageous zone type is 1 but the game state is still in the normal zone because it has not yet transitioned to the advantageous zone. When executing the process to send a test signal to determine whether the zone is an advantageous zone or a normal zone, if the advantageous zone type is referenced, a signal for the advantageous zone will be sent even though it is a normal zone, and a signal different from the intended state will be sent.

[0134] To prevent this situation, when a test signal indicating whether the zone is advantageous or normal is sent, the value of the advantageous zone clear counter is referenced. When the value of the advantageous zone clear counter is 0, processing is executed to output a test signal indicating that the zone is normal, and when the value of the advantageous zone clear counter is not 0 (the value of the advantageous zone clear counter is 1 to 1500), processing is executed to output a test signal indicating that the zone is advantageous. By configuring in this way, the processing for outputting the test signal can accurately identify the state simply by determining whether the value of the advantageous zone clear counter is 0, thereby eliminating pressure on program capacity and improving program execution speed. Note that, as mentioned above, even when the advantageous zone is terminated under any termination condition, the value of the advantageous zone clear counter is set to 1, so the processing for outputting the test signal can accurately output that the zone is advantageous even in games where the advantageous zone ends. <at> AT is an abbreviation for assist time, also called the notification period, and is a period for making it easier for players to win the winning combinations they have won through the lottery (hereinafter referred to as notification). Generally, the means for notifying during AT include the operation timing of the stop switch, the operation order of the stop switch, and the operation timing and operation order of the stop switch, which are also called operation procedures or operation modes.

[0135] <Grouping of options> When a winning combination is selected during a non-AT game, the main control means 100 transmits to the sub-control means 1000 a presentation group number indicating that the winning combination has been selected, and when a winning combination is selected during an AT game, the main control means 100 transmits the presentation group number and operation procedure information to the sub-control means 1000. In other words, because operation procedure information is not transmitted to the sub-control means 1000 during a non-AT game, the sub-control means 1000 is unable to notify the operation procedure. As a result, it is unclear from the sub-control means 1000 side which operation procedure will result in a symbol combination advantageous to the player during a non-AT game, but because operation procedure information that will result in a symbol combination advantageous to the player is transmitted during an AT game, the operation procedure can be notified by the LCD display device and operation indicator lamp on the sub-control means 1000 side. This allows the player to easily recognize the operation procedure and also prevents the operation procedure information from being illegally obtained during a non-AT game.

[0136] <Processing related to instruction function> The processing related to the instruction function is a concept that includes not only AT-related lotteries such as AT transition lotteries, AT additional lotteries, and AT termination condition updates (addition / subtraction of the AT play count, addition / subtraction of the AT execution notification count), but also processing related to AT state management. This processing related to the instruction function can be executed for a predetermined number of bets for each game state, and if multiple bet counts are set as specified numbers in a certain game state, the processing is configured to be executed only for one of the bet counts. For example, if two-coin bets and three-coin bets are possible in the bonus internal state, the processing related to the instruction function can be executed only when playing with a three-coin bet, and cannot be executed when playing with a two-coin bet. In other words, when playing with a two-coin bet, the AT lottery will not be executed even if a winning combination for the AT lottery is selected, and the AT play count will not be updated as the game progresses. Furthermore, if SB or CB, which ends in one play, is exclusively for two-coin bet play, and the play after SB or CB ends is two-coin bet or three-coin bet, if a replay is won in SB or CB and the number of coins automatically bet is two, the processing related to the instruction function becomes impossible in the play after SB or CB ends (processing related to the instruction function can be executed with a three-coin bet), so the number of coins automatically bet when a replay is won in SB or CB is set to three. By doing this, processing related to the instruction function can be executed even in the play after a replay is won in SB or CB, eliminating a game that is disadvantageous to the player. As mentioned above, the processing related to the advantageous zone is configured to be executed regardless of the number of coins bet.

[0137] <Indication monitor> During AT, when announcing information about the operation procedure of the push order role, the number of winning coins display may be used to notify the operation procedure information. Specifically, in the case of push order role A (left, center, right correct), "1" is displayed on the instruction monitor, in the case of push order role B (left, right, center correct), "2" is displayed on the instruction monitor, in the case of push order role C (center, left, right correct), "3" is displayed on the instruction monitor, in the case of push order role D (center, right, left correct), "4" is displayed on the instruction monitor, in the case of push order role E (right, left, center correct), "5" is displayed on the instruction monitor, and in the case of push order role F (right, center, left correct), "6" is displayed on the instruction monitor.

[0138] With this configuration, the player can know the correct button press order by checking the instruction monitor. Also, because the instruction monitor is controlled by the main control board, it can accurately notify the correct button press order even if the sub-control board is tampered with.

[0139] In addition, if the indicator monitor is also used as the number of coins won display, the lower digits may display the numbers (1 to 6) mentioned above, and the upper digits may display "=" as an identifier. In this case, the identifier can be used to determine whether the number of coins won display is displaying the number of coins won or the push order, so it is possible to avoid interfering with the player's recognition.

[0140] Furthermore, when the instruction monitor is configured as a dedicated display, a three-digit seven-segment display may be used. The reason for using three digits is that it corresponds to the number of reels. Then, for push order A (left, center, right correct), "123" is displayed on the instruction monitor; for push order B (left, right, center correct), "132" is displayed on the instruction monitor; for push order C (center, left, right correct), "213" is displayed on the instruction monitor; for push order D (center, right, left correct), "312" is displayed on the instruction monitor; for push order E (right, left, center correct), "231" is displayed on the instruction monitor; and for push order F (right, center, left correct), "321" is displayed on the instruction monitor. This configuration makes it easier for players to intuitively grasp the push order on the instruction monitor, allowing them to easily grasp the correspondence between the push order and the display on the instruction monitor.

[0141] The timing for displaying the push order on the instruction monitor is preferably within the advantageous zone, and any time between when the push order role is selected by the internal lottery executed based on the operation of the start switch and when the stop switch can be operated. With this configuration, the push order can be notified to the player before the player operates the stop switch, which makes it possible to prevent the player from operating the stop switch in an incorrect push order.

[0142] <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches between displaying the cumulative advantageous zone ratio or cumulative indicated role ratio (selectable depending on the specifications of the gaming machine), consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). Of the four-digit number displayed by the four 7-segment LEDs, the top two digits are called the identification segment, and the bottom two digits are called the ratio segment.

[0143] The "role" in the role ratio refers to the first-class special role (so-called RB), the second-class special role (so-called CB), and the normal role (so-called SB), and the "role ratio" is the ratio calculated by: payout during role operation ÷ total payout × 100. Note that payouts during the operation of the first-class special role continuous operation device (so-called BB) and the second-class special role continuous operation device (so-called MB) are also included in "payouts during role operation," but payouts during regular play during BB and regular play during MB are not included in "payouts during role operation."

[0144] The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by: payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in "payouts during feature operation," but payouts during regular play during BB are not included in "payouts during feature operation."

[0145] The "command-indicated device" in the "command-indicated device ratio" includes payouts in games in which the command function is activated (so-called automatic transmission). The "command-indicated device ratio" is a ratio calculated by (payouts during command function activation, or payouts during device activation) ÷ total payouts × 100. Here, (payouts during command function activation, or payouts during device activation) does not refer to payouts in games in which the command function is activated and the device is activated, but rather refers to the sum of payouts in games in which the command function is activated and the device is activated. If the game in which the command function is activated is also a game in which the device is activated, the payout number for that game is (payouts during command function activation, or payouts during device activation) rather than the sum of the two payout numbers. Note that if a player incorrectly operates the stop switch in a game in which the automatic transmission is activated, they may not receive the maximum payout. In this case, the payout is calculated based on the actual payout.

[0146] Of the information displayed on the role ratio monitor, the information displayed in the identification segment is information for identifying which ratio is being displayed among the cumulative advantageous zone ratio, cumulative instructed role ratio, consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.", respectively. For example, when "7U." is displayed in the identification segment, it indicates the cumulative advantageous zone ratio, and when "6Y." is displayed in the identification segment, it indicates the consecutive role ratio for the most recent 6000 games.

[0147] Of the information displayed on the ratio monitor, the information displayed in the ratio segment allows the calculation results of various ratios to be visually confirmed, and is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. The calculated result is rounded down to the nearest integer. If the calculation result is 100, "99" is displayed. If the cumulative number of games played is less than 400, the ratio segment will display "00".

[0148] The identification segment flashes if the cumulative number of games played is less than the reference number of games. The reference number of games is determined according to various ratios, and is 175,000 games for the cumulative advantageous zone ratio, 175,000 games for the cumulative instructed role ratio, 6,000 games for the consecutive role ratio in the most recent 6,000 games, 6,000 games for the role ratio in the most recent 6,000 games, 17,500 games for the cumulative consecutive role ratio, 17,500 games for the cumulative role ratio, and 175,000 games for the cumulative role status ratio.

[0149] The ratio segment is displayed in a blinking manner if the displayed value is equal to or greater than the threshold value. The threshold value is determined according to various ratios, and is 70 for the cumulative advantageous zone ratio, 70 for the cumulative instructed role ratio, 60 for the consecutive role ratio over the most recent 6000 games, 70 for the role ratio over the most recent 6000 games, 60 for the cumulative consecutive role ratio, 70 for the cumulative role ratio, and 50 for the cumulative role status ratio. Note that if the cumulative number of games is less than 400 and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit manner.

[0150] To check whether the role ratio monitor is operating normally, a test pattern is displayed on the identification segment and ratio segment for 4800 ms after the power is turned on and the timer interrupt process is started. The test pattern is displayed by flashing all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor. For example, "8.8.8.8." can be displayed in flashing mode. In addition to being displayed immediately after power is turned on, the test pattern can also be displayed during setting changes, setting confirmation, or when an RWM (RAM) abnormal error occurs.

[0151] In the case where the cumulative number of games played in the identification segment is less than the reference number of games played, when the displayed value in the ratio segment is equal to or greater than the threshold, or when a test pattern is displayed in the identification segment and ratio segment, the segment is displayed in a flashing mode, specifically, the flashing mode is displayed by alternating between lighting and turning off every 300 ms, such as lighting 300 ms → turning off 300 ms → lighting 300 ms → turning off 300 ms → ... Furthermore, when various ratio information is switched, it starts with lighting, so that the display period of various ratio information does not become longer or shorter depending on the timing of lighting and flashing.

[0152] As described above, the cumulative advantageous zone ratio or cumulative indicated role ratio, consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, cumulative role etc. state ratio displayed on the role ratio monitor are configured to switch display contents every 4800 ms, but by setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure it so that one of the 7-segment LEDs is always lit, even if the various ratios displayed on the role ratio monitor are displayed in blinking mode at the timing of switching.

[0153] By configuring in this way, the display starts with lighting even when various ratio information is switched, so it is possible to continuously display a display without any sense of incongruity due to a shift in the blinking cycle.

[0154] In addition, the display period of the test pattern after power-on as mentioned above is also set to 4800 ms, so when the test pattern has finished being displayed for 4800 ms, the 7-segment LED will turn off, and the next timer interrupt processing will turn on the LED and display information regarding the cumulative advantageous zone ratio or cumulative indicated role ratio.

[0155] Next, a control method for the blinking display on the role ratio monitor will be explained.

[0156] In order to flash the display mode of the role ratio monitor, it has a memory area (_TM_CHG_FLS) for managing the time for switching on and off. The memory area (_TM_CHG_FLS) for managing the time for switching on and off is a 2-byte memory area, and executes a process of adding 1 for each timer interrupt process. The memory area (_TM_CHG_FLS) for managing the time for switching on and off is initialized (0 is stored) when the power is turned on, and thereafter cycles through the values ​​0 to 299 each time the timer interrupt process is executed. In other words, the value following 299 is 0.

[0157] Example 1) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "0" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "1." At this time, the carry flag becomes 1 (the carry flag becomes 1 because a borrow occurs as a result of calculating "0-299").

[0158] Example 2) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "298" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "299." In this case, the carry flag becomes 1 (the result of calculating "298-299" is that a borrow occurs, so the carry flag becomes 1).

[0159] Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0." In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrowing occurs, so the carry flag becomes 0).

[0160] As described above, if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag will be 1, and if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag will be 0. In other words, the carry flag will be 0 every 300 ms.

[0161] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (0 is stored) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between a lit mode and an unlit mode every 300 ms.

[0162] The role ratio monitor is displayed in a blinking mode when the total number of games played in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than a threshold, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is in a lit mode without referencing the blinking switch flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time for switching on and off the light is updated for each timer interrupt process regardless of whether the blinking switch flag (_FL_CHG_FLS) is referenced or not, the blinking switch flag (_FL_CHG_FLS) is also updated as needed, and even when the state switches from not referencing the blinking switch flag (_FL_CHG_FLS) to referencing it, the timing of lighting on and off and the timing of switching the various ratio displays can be displayed without any discrepancy.

[0163] <Program start processing flow> The program start process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0164] When the power is turned on, the main control board 100 performs initial settings related to the operation of the gaming machine. Specifically, it sets the interrupt mode, sets the functions of the main CPU, and performs a RAM check process to create power-off recovery data. The RAM check process determines whether the checksums of all RAM are normal, and if the conditions are met, it determines that the power-off recovery data is normal, and if the conditions are not met, it determines that the power-off recovery data is abnormal.

[0165] Next, the states of the setting key switch signal and the door open detection switch signal are checked to determine whether the setting key switch 37 and the door open detection switch are on.

[0166] If the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or in a recoverable state. If the power failure recovery data is normal or in a recoverable state, a first initialization range to be initialized in the initialization process of the setting change process is set, and the process proceeds to the setting change process of Figure 10. If the power failure recovery data is not normal or in a recoverable state, a second initialization range to be initialized in the initialization process of the setting change process is set, and the process proceeds to the setting change process of Figure 10. After the setting change process, the process proceeds to the game progress main of Figure 9.

[0167] If the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or in an irrecoverable state, an irrecoverable error is notified and the process proceeds to an irrecoverable error process in which the progress of the game on the slot machine PS1 is stopped. On the other hand, if the power failure recovery data is not abnormal or in an irrecoverable state, the process proceeds to the power failure recovery process of Figure 8. After the power failure recovery process, the process proceeds to the main game progress of Figure 9. Note that after the power failure recovery process, the state saved when the power failure was detected is restored, so the process does not necessarily start from the beginning of the main game progress.

[0168] In addition, in the irrecoverable error processing, interrupts are prohibited, and the output of the output port (output of the sub-control command, output of the excitation signal to the stepping motor, etc.) is cleared. Then, the acquired number display 27 repeatedly displays (notifies) the error.

[0169] <Power off processing> The power-off process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0170] In the slot machine PS1, when the power switch 40 is turned off or a power outage or other event occurs that cuts off the power supply (also referred to as a power outage), the operating voltage required to operate the slot machine PS1 drops. When the operating voltage drops below a threshold, the voltage monitoring circuit detects the power outage and generates a power outage detection signal, which is input to an input port of the main control chip. Then, in a determination process for determining whether the power outage detection signal has been input in a timer interrupt process, if it is determined that the power outage detection signal has been input, the power outage process is executed. Note that the determination of whether the power outage detection signal has been input in the timer interrupt process may be made in a single timer interrupt process, or in two or more timer interrupt processes. In other words, when determining whether a power outage has occurred in multiple timer interrupt processes, if it is determined that the power outage detection signal has been input in the first process but not in the second process, the power outage process is not executed. This is to prevent power-off processing from being executed when noise or a momentary interruption occurs (when the voltage momentarily drops below the threshold but immediately rises above the threshold).

[0171] During power-off processing, output ports are cleared, interrupts that are executed periodically are prohibited from occurring, and the interrupt prohibit / enable status at the time of power-off is saved. Next, the registers used are saved and the stack pointer is saved. After saving, the power-off processing completed flag, which indicates that power-off processing has been performed, is turned on and the checksum data for all RAM areas is calculated and saved. Then, writing to RAM is prohibited and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of the power-off processing completed flag, and whether the checksums for all RAM areas are normal are determined during power-off recovery processing.

[0172] <Timer interrupt processing> The timer interrupt process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0173] In the slot machine PS1, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).

[0174] When the timer interrupt process begins, it compares the necessary data stored in the registers. If a power-off detection signal is received, it executes power-off processing, reads inputs from various sensors and operation switches, measures various timers (such as timers for measuring freeze periods and timers for measuring wait periods), and controls and updates the drive status of each reel depending on whether it is accelerating, rotating at a constant speed, starting to decelerate, decelerating, or stopped. Next, it performs port output processing to create and output data for each output port (such as excitation signals for the stepping motor and drive signals for the hopper 44), and checks for any abnormalities. Examples of abnormalities include whether the current setting values ​​are normal and whether the operation patterns of the insertion and withdrawal sensors are normal. Next, it outputs external signals (such as bonus signals, ART signals, and security signals) to external systems such as the hall computer, setting (on / off control) the medal insertion signal and medal withdrawal signal (S304).

[0175] Next, in the control command transmission process, if there is a sub-control command set, the sub-control command is output to the sub-control board 1000, control is performed regarding the lighting of various LEDs, notification data to be sent to the sub-control board such as the sound of operating the stop switch and the sound of inserting a medal is output, signals related to performance tests are output, the register is restored, and the timer interrupt process is terminated by saving the interrupt permission flag on.

[0176] The types of sub-control commands include a start command issued when the start switch is operated, a winning information command indicating the results of the internal lottery, a reel rotation start command issued when the reels start accelerating, a left reel stop command, a middle reel stop command, a right reel stop command, and an all reel stop command issued when each stop switch for stopping the reels while they are rotating is operated.

[0177] Furthermore, the timer measurement process may be performed within the timer interrupt process. In timer measurement, a control process is performed to update information about the timer (time) stored in the RWM (RAM). For example, a process is performed to update (e.g., subtract 1) the value stored in the RWM storage area (hereinafter also referred to as timer area A) that monitors (manages) the minimum game time (4.1 seconds) for one game. In addition to the RWM storage area that monitors the minimum game time, the RWM may have storage areas related to multiple timers, such as a RWM storage area that monitors (manages) the insertion of game medals using the insertion button (hereinafter also referred to as timer area B) and a RWM storage area that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C). In this case, the timer measurement executes a process of subtracting 1 from the value stored in a storage area of ​​the RWM that stores information about the timer (hereinafter also referred to as a timer area), such as a process of subtracting 1 from the value stored in timer area A, a process of subtracting 1 from the value stored in timer area B, or a process of subtracting 1 from the value stored in timer area C. Also, if a timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the certain timer area is configured to become "0".

[0178] As an example of the control process for updating information about the timer stored in the RWM, a process of subtracting 1 from the value stored in the timer area was given, but a process of adding 1 to the value stored in the timer area may also be used.

[0179] Here, the monitoring (management) of the insertion of game medals using the insertion button will be explained. Monitoring (management) of the insertion of game medals using the insertion button is a timer that starts counting from the time the bet process is executed based on the operation of the 1 bet switch 19, and is a timer that prevents the process of determining whether the next 1 bet switch 19 has been operated from being executed until the value of the timer reaches "0".

[0180] For example, under a predetermined circumstance where the number of credits is equal to or greater than a predetermined value (for example, a situation where the number of bets is 0, the number of credits is 3, and a bet can be made by operating the 1-bet switch 19), after a bet process is executed based on the operation of the 1-bet switch 19, "20" is stored in the timer area B. Thereafter, the value stored in the timer area B is subtracted by "1" through timer measurement in the timer interrupt process. Then, when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". Note that if the value stored in the timer area B is not "0" (if the value stored in the timer area B is any of "1" to "20"), the game progress main process does not determine whether the 1-bet switch 19 has been operated. In other words, even if the 1-bet switch 19 is operated when the value stored in the timer area B is not "0", the bet process is not executed. Thereafter, after the value stored in the timer area B becomes "0", the bet process can be executed when the 1-bet switch 19 is operated.

[0181] This configuration can prevent multiple bet processes from being executed due to a malfunction despite a single operation of the 1 bet switch 19. It can also prevent a malicious player from repeatedly pressing the 1 bet switch 19, which causes multiple bet processes based on the operation of the 1 bet switch 19 and causes commands based on the execution of bet processes to be sent consecutively to the sub-control means 1000.

[0182] <Power off recovery process> The power-off recovery process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0183] In the slot machine PS1, when the power switch 40 is turned on to turn on the power, the main control board 100 executes a power-off recovery process to restore various data to the state before the power was turned off.

[0184] In the power failure recovery process, the stack pointer is restored, and output data related to the sub-control command sent to the sub-control board 1000 is restored. After that, it is determined whether the set setting value data is within the normal range. If the determination results in an abnormality (value is outside the specified range), the process moves to unrecoverable error processing. On the other hand, if the data is normal (value is within the specified range), unused RAM areas are initialized, a periodically executed interrupt is activated, and the input port is read. After that, the power failure processing completion flag is cleared, the used registers are restored, and the interrupt disable / enable state at the time of power failure is restored, and the power failure recovery process is completed. Note that when the power failure recovery process is completed, the state before the power failure occurred is restored, and if it is not restored (when the settings are changed), the main control process for game progress is restarted.

[0185] In the slot machine PS1, an interrupt is initiated at a predetermined timing in the power-off recovery process, but the interrupt may be initiated after the power-off recovery process in the program start process.

[0186] <Main explanation of game progress> The main control process for game progress executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0187] The main control board 100 refers to the value of the freeze effect number saved before the previous game, and if the saved freeze effect number corresponds to the number for which the freeze effect should be executed, it executes the freeze effect, but if the saved freeze effect number does not correspond to the number for which the freeze effect should be executed, it proceeds to the next process without executing the freeze effect. If the freeze effect is not to be executed, the freeze effect number may be configured not to be saved, in which case it may be configured to determine whether the freeze effect number has been saved, and if not, proceed to the next process.

[0188] Next, when a gaming medal is inserted through the medal insertion slot 17, the number of bets or the number of credits is updated (gaming medal insertion process). Next, it is determined whether the number of bets that will enable a game to be played has been bet, and if it is determined that a bet has been made, it is determined whether the start switch 12 has been operated, and if it is determined that no bet has been made, it waits for the insertion of gaming medals, or, if credits have been accumulated, for the operation of the bet switch (if credits have been accumulated). If the number of bets that will enable a game to be played has been bet and the start switch 12 has been operated (the start switch signal is determined to be on), it performs an internal lottery process, and if the start switch 12 has not been operated (the start switch signal is not determined to be on), it waits for the operation of the start switch 12.

[0189] In the internal lottery process, a predetermined calculation process is performed using the internal lottery random number value obtained by generating an internal lottery random number, and a winning combination (condition device number) is determined. After the winning combination is determined, a stop control table corresponding to the stop timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the stop switch operation is accepted immediately after the acceptance of the stop switch operation after the reels have rotated.

[0190] The types of winning combinations available in the slot machine PS1 are roughly classified into bonus, small combination, and replay.

[0191] A bonus is a device that activates under predetermined circumstances. Generally, it activates when the symbol combination "7·7·7" or "7·7·Bar" is displayed on the active line in display window 4. The activation of bonus-related devices changes the number of symbol combinations required for winning per set number, and changes the probability of the conditional device activating for the symbol combination required for winning per set number. Bonuses are divided into RB, BB, CB, MB, and SB.

[0192] RB is an abbreviation for regular bonus, and is also called the first-class special bonus. RB is generally set to end when eight small wins or 12 game results are achieved, and during RB, the winning probability of a small win is set higher than in the normal winning lottery table, and the winning lottery is performed using the RB medium winning lottery table.

[0193] BB is an abbreviation for Big Bonus, and is also called a continuous operation device for the first-class special role. The end condition for BB is set to the payout of more than 285 game medals for winning a small role, and during BB, a role is drawn using a BB middle role drawing table, which sets the probability of winning a small role (described later) higher than the normal role drawing table. Note that a BB middle role drawing table does not need to be set during BB. For example, a table that continuously operates the RB middle role drawing table described later until the BB end condition is met may be called a BB middle role drawing table.

[0194] CB is an abbreviation for Challenge Bonus, also known as the second-class special bonus. CB can be set to a state where at least all minor winning combinations are won, regardless of the results of the winning combination lottery. During CB, predetermined reels are stopped differently from the normal stopping control. For example, the left reel 8a can be controlled to stop within 75 milliseconds of 190 milliseconds.

[0195] As described above, CB may be configured such that a symbol combination that can be displayed according to the operation procedure cannot be displayed (also called a missed opportunity) because at least all minor winning combinations are in a winning state. For example, during CB, by controlling the left reel 8a to stop within 75 milliseconds from 190 milliseconds, if the left reel 8a stops within 190 milliseconds, a specific symbol can be displayed on the activated line at any operation timing, but if the left reel 8a stops within 75 milliseconds, a specific symbol cannot be displayed at a specific operation timing.

[0196] MB is an abbreviation for Middle Bonus, and is also called a continuous operation device related to the second type special feature. MB is set to end when more than 153 medals are paid out for small prizes, when RB is won, or when SB, which will be described later, is won.

[0197] SB is an abbreviation for Single Bonus, and is also called a normal bonus. The end condition for SB is to obtain the result of one game. During SB, the winning probability of a small win is set higher than the normal winning probability table, and the winning probability is determined using the SB medium winning lottery table.

[0198] In the slot machine PS1, the BB is assumed to be performed using a BB mid-role lottery table to draw the bonuses, but this is not limited to this. During the BB, the game may be played using a BB general role lottery table, in which the winning probability of the small role is set to the same probability as the normal role lottery table and the winning probability of the RB is increased, or an RB mid-role lottery table, in which the winning probability of the small role is set higher than that of the normal role lottery table. Even in this case, the BB still sets the termination condition as a payout of more than 285 medals for the small role win. Furthermore, the devices that control these bonuses are collectively referred to as special game control means.

[0199] A small win is a win in which a symbol combination based on a winning small win is displayed stopped on an active line, and when the winning determination process (described later) determines that a win has been made, medals are paid out based on the symbol combination that is displayed stopped.

[0200] A replay (also called a replay role) is a role that grants a replay (a game in which the next game can be played by automatic betting without inserting new medals) when a symbol combination based on a winning replay is displayed stopped on an active line and determined to be a winning prize by the winning determination process. Since a replay cannot be missed in a winning game, the next game after a winning replay is always a replay.

[0201] If the result of the lottery is that the player does not win any of the bonus, small win, or replay combinations, the lottery result is a loss, and the winning process described below will not be performed. When the lottery result is a loss, a symbol combination that does not relate to any of the winning combinations will be displayed on the active line.

[0202] Among the roles that are drawn by the role lottery, for BB, RB, and MB, if the symbol combination is not stopped and displayed on the active line in the winning game, the winning flag can be carried over to the next game (special role carry-over means). While the winning flag is carried over, the role lottery may be performed using the role lottery table before the winning flag is carried over, or the role lottery may be performed using a carry-over role lottery table (also called an internal-internal lottery table or an internal-internal role lottery table) corresponding to the winning flag. When using the carry-over role lottery table, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the active line, it is determined that the transition conditions for the role lottery table are met, and a transition is made from the carry-over role lottery table to the role lottery table corresponding to the winning flag.

[0203] The winning probability for multiple types of roles is determined in the role lottery table, and multiple types of role lottery tables are provided according to the game state. For example, there is a BB middle role lottery table used during BB, an MB middle role lottery table used during MB, etc.

[0204] In the role lottery table, single winning roles in which one kind of pattern combination can be stopped and displayed on an effective line and overlapping winning roles in which multiple pattern combinations can be stopped and displayed on one or multiple effective lines are set according to the lottery results of the role lottery.

[0205] The multiple symbol combinations set as overlapping winning roles may be set so that all symbol combinations can be stopped and displayed as one winning role depending on the operation mode, or some symbol combinations may be set so that they cannot be stopped and displayed. Among these overlapping winning roles, roles corresponding to some symbol combinations that cannot be stopped and displayed are sometimes called control roles.

[0206] The role of the control utility is to be able to control the effective line to be stopped and displayed to be different depending on the type of control utility set as the overlapping winning role, even if the same pattern combination can be stopped and displayed on the effective line as a result of multiple role draws.

[0207] The winning flag control means turns on a flag corresponding to the winning combination when any winning combination is obtained as a result of the winning combination lottery. Then, when the player operates all the stop switches 13 and the winning process for the winning combination is completed, the means turns off the flag corresponding to the winning combination.

[0208] Furthermore, for the above-mentioned BB, RB, and MB, a flag is turned on in a winning game, but if the winning BB, RB, or MB symbol combination is not displayed stopped on the valid line when all stop switches 13 are operated, the flag is carried over to the next game onwards in an on state, the above-mentioned carryover role lottery table is set, and the winning BB, RB, or MB symbol combination is displayed stopped and the winning process for the winning role is completed, so the flag corresponding to BB, RB, or MB is turned off.

[0209] In addition, the role lottery table includes an RT role lottery table. RT is a gaming state in which the probability of winning a replay in the role lottery is different from that in the normal role lottery table, and is an abbreviation for replay time.

[0210] As a specific example of the use of RT, the losing area of ​​the normal role lottery table may be replaced with a replay to increase the probability of winning a replay, or the replay area of ​​the normal role lottery table may be replaced with a losing area to decrease the probability of winning a replay. Furthermore, the normal role lottery table and the replay area may be the same, but the type of replay that is won within the replay area may be different. The slot machine PS1 is provided with multiple RT role lottery tables, and is configured to transition to another RT state when each of the tables meets a predetermined transition condition.

[0211] The transition conditions for the RT role lottery table can be listed as follows: Transition condition 1 is when a specific symbol combination (symbol combination related to a bonus, RT transition symbol combination) is stopped and displayed, transition condition 2 is when a bonus is won, transition condition 3 is when BB, RB, or MB of the bonus ends, transition condition 4 is when a specified number of plays have been played since a specific symbol combination (RT transition symbol combination) is stopped and displayed, and transition condition 5 is when a specified number of plays have been played since BB, RB, or MB ends. These transition conditions for the RT role lottery table can be set appropriately depending on the gameplay.

[0212] The number of entries is the number of winning entries for each lottery result set in the internal lottery table by the internal lottery means, and the winning probability is calculated by dividing each entry by 65,536. The total of all entries is 65,536. For example, the winning probability for a lottery result with a number of entries of 4 is 1 / 16,384.

[0213] In addition, when any of the transition conditions 1 to 5 of the RT role lottery table described above is met, the number of replays can be changed. For example, if the replay probability of RT1 is 1 / 7.3, when transitioning from RT1 to RT2, the replay probability of RT2 may be changed to 1 / 1.5. This makes it possible to suppress the decrease in medals by transitioning to a state with a high replay probability, and adds interest to the game.

[0214] Next, the system checks whether the minimum play time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum play time has elapsed (if the value of the minimum play time timer is determined to be 0), a new minimum play time is set. If it is not determined that the minimum play time has elapsed (if the value of the minimum play time timer is not determined to be 0), the system decrements the value of the minimum play time timer and then checks whether the minimum play time has elapsed. This minimum play time check process is executed until it is determined that the minimum play time has elapsed. The system is configured so that no other processing is executed as the main game progress processing between the processing for determining the minimum play time and the processing for setting the new minimum play time. This prevents the minimum play time from being extended by other processing, allowing the player to play as quickly as possible. In other words, this prevents the game from being prolonged without making the player wait.

[0215] However, this is not limiting, and other processing may be executed as the main game progress processing between the processing for determining the minimum game time and the processing for setting a new minimum game time. In this case, the other processing may be a processing for clearing the RWM address, a processing for storing other data in the RWM, or other commands with short processing times. These processing times are so short that the user does not feel an extension of the minimum game time. After the new minimum game time is set, a processing for preparing to start reel spinning is executed.

[0216] In the reel rotation start preparation process, the data related to the reel stop saved in the previous game is initialized, the stop table to be used in the current game is set, an output is requested to start the rotation of all reels, and a sub-control command (reel rotation start command) indicating the start of reel rotation is set.

[0217] The stop table is provided in correspondence with the symbol control number determined by the result of the role lottery by the internal lottery means, and predetermines the stop position of the reel corresponding to the operation timing of the stop switch 13.

[0218] After the reel spin preparation process is completed, a process related to a freeze effect (for example, a reel effect before the reels start spinning) is executed. In the freeze effect, the reels are slightly moved or rotated in reverse, and are executed mainly to indicate the likelihood of a winning combination.

[0219] When a freeze effect is not executed, or when a freeze effect is executed and the execution of the freeze effect is completed, a process to spin the reels (also called a reel spin process, a reel spin start process, or a reel spin start process) is executed. There are four reel spin states: an acceleration state, a constant speed spin state, a stop preparation state, and a stop state, and when the reels are to be rotated, the acceleration state is set. In the acceleration state, a process to gradually rotate the stepping motor is executed by a timer interrupt process.

[0220] The acceleration process, which is performed during acceleration, is the process performed from a stopped reel rotation state until the constant-speed rotation process begins. During constant-speed rotation, the stepping motor moves one step for each timer interrupt. However, if the constant-speed rotation process is suddenly performed while the reels are stopped, the torque will be insufficient, increasing the likelihood of stepping out. For this reason, acceleration is necessary to gradually rotate the reels. The acceleration process for the PS1 slot machine, as assumed, first moves the stepping motor one step after 50 timer interrupts, then moves the stepping motor one step after 30 timer interrupts, then moves the stepping motor one step after 10 timer interrupts, then moves the stepping motor one step after five timer interrupts, then moves the stepping motor one step after two timer interrupts, and then moves the stepping motor one step after one timer interrupt. This then leads to the constant-speed rotation process, in which the stepping motor moves one step after each timer interrupt.

[0221] When the constant speed rotation process is being performed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect a rotation failure. Note that since the initial value of the rotation failure detection counter is set to 0, it is incremented for each timer interrupt process, but if the initial value of the rotation failure detection counter is set to 180, it may be possible to decrement the value of the rotation failure detection counter for each timer interrupt process and determine that a rotation failure has been detected when the counter reaches 0.

[0222] Furthermore, in the constant speed rotation state, the stop switch is permitted to be operated and the system waits for the stop switch to be operated. When the stop switch is permitted to be operated, the stop switch lamp lights up blue to notify the player that the stop switch is active (when the stop switch is not permitted to be operated, the lamp lights up red). The control of the stop switch lamp lighting may be performed by the main control means 100 or the sub-control means 1000. Furthermore, when the push order navigation is executed, the stop switch lamp may be flashed to make it easier for the player to recognize which stop switch to operate.

[0223] It also sends a command to the sub-control means 1000 indicating that the reels have started spinning, and when the sub-control means 1000 receives this command, it sets a reel spinning time measurement timer that measures the reel spinning time and starts counting. When the value of the reel spinning time measurement timer reaches a predetermined value (equivalent to 3 minutes), it displays "Please stop the reels" (a reel stop warning image) on the LCD screen to prompt the player to continue spinning the reels. The reel spinning time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there are any reels that are still spinning, it starts counting again. In this way, the reel spinning time measurement timer continues to be updated until all the reels have stopped.

[0224] Furthermore, if the reel stop warning image is displayed at the same time as the push order navigation, it is displayed in front of the push order navigation, thereby ensuring visibility of the reel stop warning image even when the display areas of the reel stop warning image and the push order navigation overlap, and clearly urging the player to operate the stop switch. Also, since there is a risk that the push order navigation may become difficult to see at this time and the player may not know which reel to stop, the reel stop warning image may be erased (or made smaller or moved) by operating a sub-switch or a switch for effects, etc., so that the push order navigation can be recognized.

[0225] After the game progress main process enables acceptance of stop switch operation, the process of determining whether or not the stop switch operation has been accepted (reel stop acceptance check process) is repeated until the stop switch is operated. If it is determined that any stop switch has been operated, stop control (also called slip control) is executed for the reel corresponding to the operated stop switch. At this time, the reel corresponding to the operated stop switch transitions from a constant speed rotation state to a stop preparation state. In the stop preparation state, the reel continues to rotate at a constant speed until the desired stop position is reached. Then, when the desired stop position is reached, the reel transitions to a stop state, and all four-phase excitation is turned ON, applying the brakes. Note that slip control is performed within 190 milliseconds of the operation of the stop switch 13. In the slot machine PS1 used as the basis, when the operation of the stop switch 13 is accepted, it is possible to pull in up to four symbols ahead.

[0226] Here, the target stop position is determined by whether the currently passing symbol number matches the symbol number stored as the stop position, and if it is determined that they match, all four-phase excitation is turned ON to indicate the target stop position. Also, the currently passing symbol number is determined by the fact that the initial symbol number is set the moment the index sensor detects the index (when the index signal rises), and when it moves one symbol from there by timer interrupt processing, the symbol number next to the initial symbol number is set.

[0227] After executing the reel stop acceptance check process, it checks whether all reels are stopped. If all reels are stopped, it executes the prize determination process and then the prize winning process. If all reels are not stopped, it executes the process of waiting for acceptance of the stop operation of the stop switch corresponding to the spinning reel. After all reels have stopped, it updates the display contents of the status display monitor and moves on to the advantageous zone clear counter management process. Then, it executes the game end check process to update the RT status, etc., and ends the main series of steps in the game progress. It should be noted that the software random number update process may be performed during the period from when the reels start spinning until the stop operation is accepted.

[0228] The winning determination process is a process for determining whether or not a symbol combination that constitutes a winning combination has stopped on an active line. Since it determines whether or not the stopped symbols determined when the stop switch operation is accepted are abnormal, it is not determined based on the symbol combination that actually stopped on the active line. After the winning determination process determines that a symbol combination that constitutes a winning combination has stopped on an active line, a winning process is carried out, and if the winning determination process does not determine that a symbol combination that constitutes a winning combination has stopped on an active line, a process based on a loss is carried out.

[0229] The winning process is a process of granting a bonus to a player based on a symbol combination that stops on an active line. The winning process when a symbol combination based on a minor win is stopped is a process of paying out medals based on the stopped symbol combination and shifting the game state based on the stopped symbol combination, the winning process when a symbol combination based on a replay is stopped is a process of granting the right to replay and shifting the game state based on the stopped symbol combination, and the winning process when a symbol combination based on a bonus is stopped is a process of shifting the game state based on the stopped symbol combination. Note that in the case of a miss, the winning process is not performed.

[0230] However, this is not a limitation. When the result of the winning determination process is a loss, a winning process based on the loss may be performed, and a process may be performed in which no bonus is awarded to the player as a result of the winning process. Furthermore, as a winning process based on a loss, the game state may be transitioned depending on the operation mode at the time of the loss. For example, when all stop switches 13 are operated in a predetermined operation sequence at the time of a loss, a game state with a different freeze winning probability may be transitioned. Even in the case of an apparent loss due to a missed minor combination, a winning process may be performed, such as transitioning to an RT state without a payout. Furthermore, as a winning process based on a bonus, medals may be paid out based on the symbol combination displayed in the stopped state, or the player may be granted the right to replay.

[0231] The process of transitioning the game state is to set a role lottery table according to the game state to be transitioned, to set reel control according to the game state to be transitioned, to set the freeze winning probability according to the game state to be transitioned, or a combination of these.

[0232] When the winning symbol combination is determined, the winning symbol determination process transmits winning symbol combination information (stopped number information) displayed stopped on the active line and role lottery result information to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives this information, it can output effects according to the winning symbol combination information and role lottery result information using the display device 32, lamp, or speaker S.

[0233] The winning determination process determines whether or not a winning has occurred on all the effective lines, and when, as a result of the determination, a plurality of symbol combinations based on overlapping winning combinations are stopped and displayed on a plurality of effective lines, a winning process is performed for each of the plurality of stopped and displayed symbol combinations.

[0234] For example, when a minor winning combination with a payout number set to 2 coins and a minor winning combination with a payout number set to 10 coins are displayed stopped on multiple active lines, the winning process involves adding up the payout number based on the minor winning combination set to 2 coins and the payout number based on the minor winning combination set to 10 coins, and paying out 12 coins.

[0235] An upper limit is set for the number of coins to be paid out at one time, and when a symbol combination based on a plurality of small winning combinations is stopped and displayed on an effective line, if the upper limit of the number of coins to be paid out is exceeded, the number of coins equal to the upper limit is paid out.

[0236] For example, when the upper limit of the payout number is set to 15 coins, and a small winning combination with a payout number of 12 coins and a small winning combination with a payout number of 10 coins are displayed stopped on multiple active lines, if the combined value of the small winning combination with the payout number of 12 coins and the small winning combination with the payout number of 10 coins exceeds the upper limit, the upper limit of 15 coins will be paid out.

[0237] The slot machine PS1 is set to pay out medals only for small winning combinations, but it may also pay out medals equal to the number of medals bet as a winning process based on a replay, or it may pay out a pre-set number of medals as a winning process based on a bonus.

[0238] <Advantageous Zone Clear Counter Management Processing> Among the processes executed by the game progress main of the slot machine PS1, the advantageous zone clear counter management process for managing the advantageous zone will be described with reference to FIG.

[0239] Set the advantageous zone clear counter RWM address.

[0240] Next, a two-byte subtraction process is performed.

[0241] Next, it is determined whether the value of the advantageous zone clear counter before the subtraction is 0 or not, and if the value of the advantageous zone clear counter before the subtraction is 0, it proceeds to a process of determining whether the advantageous zone type is 0 or not, and if the value of the advantageous zone clear counter before the subtraction is not 0, it is determined whether the value of the advantageous zone clear counter after the subtraction is 0 or not. Note that advantageous zone type = 0 means that the zone is not an advantageous zone and is a normal zone, and advantageous zone type = 1 means that it is an advantageous zone.

[0242] Next, it is determined whether the value of the favorable zone clear counter after subtraction is 0 or not, and if the value of the favorable zone clear counter after subtraction is 0, it proceeds to the RWM initialization process, and if the value of the favorable zone clear counter after subtraction is not 0, it proceeds to the process of obtaining the value of the MY counter.

[0243] Next, in the process of acquiring the value of the MY counter, the current value of the MY counter is acquired.

[0244] Next, after executing the process to obtain the value of the MY counter, it is determined whether or not the replay activation symbol has stopped, and if it is determined that the replay activation symbol has stopped, it moves on to the process to determine whether or not the value of the MY counter has exceeded the upper limit (2400), and if it is determined that the replay activation symbol has not stopped, it moves on to the process to obtain the data of the payout number buffer. The data of the payout number buffer is data that indicates the number of payouts related to winning, and no payout (0 as the number of payouts) in the case of a loss or a missed minor win.

[0245] Next, in the process of acquiring data from the payout number buffer, the payout number for the game is acquired.

[0246] Next, the process of adding the acquired payout number buffer data (OUT number) to the MY counter is executed.

[0247] Next, a process for acquiring data on the number of gaming medals is executed. The data on the number of gaming medals corresponds to the number of medals inserted.

[0248] Next, the process of subtracting the IN number (number of inserted coins) from the MY counter is executed.

[0249] Next, if it is determined that the value of the MY counter is less than 0 after subtracting the IN number from the MY counter, the initial value is set in the MY counter and saved in the MY counter. Also, if it is determined that the value of the MY counter is not less than 0 after subtracting the IN number from the MY counter, the value obtained by subtracting the IN number from the MY counter is saved in the MY counter. Note that the initial value of the MY counter is 0, which means that if the value of the MY counter becomes less than 0, it is corrected to 0. Also, whether the value of the MY counter is less than 0 is determined by whether the carry flag is 0. The carry flag is a flag that becomes 1 if the subtraction process results in a negative value, and becomes 0 if the subtraction process does not result in a negative value.

[0250] Next, after saving the value of the MY counter, a process is executed to determine whether or not the value of the MY counter has exceeded the upper limit (2400). If the value of the MY counter has exceeded the upper limit (2400), an RWM initialization process is executed and the process moves to a process to determine the advantageous zone type, and if the advantageous zone type is 0 in the process to determine the advantageous zone type, the advantageous zone clear counter management process is terminated, and if the advantageous zone type is not 0, the advantageous zone clear counter is set to an initial value (1500) and the advantageous zone clear counter management process is terminated. Furthermore, if the value of the MY counter has not exceeded the upper limit (2400) in the process to determine whether or not the value of the MY counter has exceeded the upper limit (2400), the advantageous zone clear counter management process is terminated.

[0251] The system determines whether the value of the advantageous zone clear counter before subtraction is 0. If the value of the advantageous zone clear counter before subtraction is 0 and the advantageous zone type is not 0, this process is performed when the advantageous zone begins, and is not performed at any other time. The 1500 stored in the advantageous zone clear counter corresponds to the maximum number of times the advantageous zone can be played, and once a maximum of 1500 games have been played in the advantageous zone, the normal zone will be set from the next game. This is to prevent addiction, suppressing a situation where medals continue to increase all day long, and not excessively encouraging gambling.

[0252] The timing for setting the advantageous zone type to 1 is executed during the advantageous zone transition lottery process that occurs between the time the start switch is received and the start of reel rotation. The advantageous zone transition lottery process is a process that is executed when the condition device number that is the subject of the lottery is selected, and if the advantageous zone transition lottery is won, the advantageous zone type is set to 1, and if the advantageous zone transition lottery is not won, the advantageous zone type is set to 0 (normal zone).

[0253] The RWM initialization process, which is executed after the MY counter value exceeds its upper limit, updates all parameters affecting the performance of the instruction function to 0. Parameters affecting the performance of the instruction function include the number of AT games and the game status related to the AT. Updating the favorable zone type to 0 changes the zone to a normal zone, which is not an advantageous zone. If the MY counter value is 2400 or less, this process terminates while maintaining the advantageous zone. If a replay is won in an advantageous zone, the MY counter update process is not executed, but the process for determining whether the MY counter exceeds 2400 is passed. In the case of a replay, the same number of coins as the inserted number are automatically bet, so OUT-IN is always 0. However, because noise or fraudulent activity may cause the MY counter value to be updated at a different time than the normal process, the MY counter's upper limit is also determined during a replay.

[0254] In addition, the end of the advantageous zone can be triggered by any timing other than 1500 plays or exceeding MY2400 for each gaming machine. For example, this can be when the end lottery is won when a predetermined combination is won, or when a certain number of plays (less than 1500 plays) are performed. To end the advantageous zone at any timing, the advantageous zone clear counter is set to 1 before executing the advantageous zone clear counter management process (preferably an AT process executed after all reels have stopped). When executing the advantageous zone clear counter management process, the advantageous zone clear counter is 1 before subtraction, and the subtraction result is 0, thereby terminating the advantageous zone through the advantageous zone clear counter management process. That is, by setting the advantageous zone clear counter to 1 and then subtracting 1 from the counter value, the advantageous zone clear counter value becomes 0, thereby terminating the advantageous zone. This allows processing within the same module when any desired end condition is met, without using a separate advantageous zone end module.

[0255] In addition, the advantageous zone clear counter subtraction process in the advantageous zone clear counter management process is configured to be executed regardless of the number of bets (if multiple specified numbers are set for the gaming machine) and regardless of the gaming state.

[0256] <Settings change process> The setting change process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0257] When the setting change mode is activated, it determines whether the current setting value is within the normal range, and if it is within the normal range, it acquires the current setting value, and if it is outside the normal range, it saves "1" as the setting value and acquires the setting value "1".

[0258] After acquiring the set value, the set value display data is saved. After saving the set value display data, the dynamic lighting control, which is a timer interrupt process, references the set value display data every five interrupts to control lighting.

[0259] Thereafter, it is determined whether or not the start switch 12 has changed from off to on. If it is determined that the start switch 12 has not changed from off to on, it is determined whether or not the setting switch has changed from off to on.

[0260] Here, if it is determined that the setting switch has not changed from off to on, it is determined again whether the start switch 12 has changed from off to on, and if it is determined that the setting switch has changed from off to on, it is determined whether the setting value is equal to or greater than the maximum setting value (setting 6).

[0261] If the set value is not equal to or greater than the maximum value, the current set value is incremented, and if the set value is equal to or greater than the maximum value, the current set value is set to the initial value (0) and then incremented again. After the set value is incremented, the updated set value is displayed and the process returns to the step of determining whether the start switch 12 has changed from off to on.

[0262] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, the setting value is confirmed and the system waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the system saves the determined setting value in the main control RAM, turns off the setting display LED, and turns on the blocker provided in the medal selector 34 (forming a path for medals to flow down to the hopper 44), thereby ending the setting change mode.

[0263] Here, the setting change mode is a means for determining one of the setting values ​​from 1 to 6 (displayed as 1 to 6 setting values). After determining one of the setting values, the internal lottery table (also called the role lottery table) corresponding to the determined setting value continues to be set until the setting value is next changed by the setting change means. Note that a role lottery table is provided for each setting value, with different probabilities of determining the lottery result by the internal lottery (probability of winning the role).

[0264] When the setting key used for changing settings is rotated by the gaming parlor manager while the slot machine PS1 is not powered on, and the slot machine PS1 is powered on with the setting key held in a rotation position where the setting key switch signal is turned on, the setting change means turns on the setting key switch signal in response to the power-on of the slot machine PS1. In the assumed slot machine PS1, the setting key switch signal being on means a rising edge on (OFF → ON), and if the setting key was on before a power outage occurred, the rising edge on is not detected after power-on, so the setting change mode is not entered; however, the setting key switch signal being on may be a level on, and the setting change mode may be entered if the setting key is on when the power is turned on again, even if the setting key was on before a power outage occurred.

[0265] The setting change means starts a setting change mode in which the setting values ​​of the slot machine PS1 can be changed when it determines that the setting key switch signal is on, the door open signal is on, and the setting changeable flag is on.

[0266] The setting changeable flag is switched on and off depending on the game status. For example, it is conceivable that the setting changeable flag is turned off during the period from when the start switch 12 is operated until the game ends, and is turned on during other periods. However, this is not the only possible mode. The setting changeable flag may be turned off only when a specific bonus game starts or when a specific bonus is in progress, or the setting changeable flag may not be provided so that the setting can be changed in any state.

[0267] When the setting change mode is activated, the blocker provided in the medal selector 34 is turned off, preventing the start of a game by inserting a medal. The setting value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6", and the higher the setting value, the higher the winning combination lottery table with a higher ball payout rate is set.

[0268] After the setting change mode is activated, the setting display LED provided on the back of the front panel PS2 is lit to indicate that the setting change mode is active. Then, setting value display data for displaying the set setting value data is set, and the credit number indicator 26 provided on the front of the front panel PS2 of the slot machine PS1 and the setting display LED (not shown) provided on the back of the front panel PS2 of the slot machine PS1 are lit to display the setting value. When the setting value data is "1," the setting value display shows "1," when the setting value data is "2," when the setting value data is "3," when the setting value data is "4," when the setting value data is "5," and when the setting value data is "6," the setting value display shows "6."

[0269] When the setting value data stored in the setting value data storage area is stored in six levels from "0" to "5", if the setting value data is "0", the setting value display will show "1", if the setting value data is "1", if the setting value data is "2", if the setting value data is "2", if the setting value data is "3", if the setting value data is "3", if the setting value data is "4", if the setting value data is "4", if the setting value data is "5", and if the setting value data is "5", the setting value display will show "6".

[0270] After the setting change mode is started, it continues to determine whether the sensor signal of the start switch 12 is on, and when it is determined that the start switch 12 has been operated and the sensor signal of the start switch 12 has turned on, the set value is determined and the current set value is displayed on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 has turned on during the setting change mode, the set value will not be changed even if the setting switch is operated.

[0271] On the other hand, when it is determined that the setting switch signal has turned on without determining that the sensor signal of the start switch 12 is on, the setting switch rising data is cleared, and it is determined whether the current setting value is equal to or greater than the maximum setting value (setting value data "6"), and if it is determined that the current setting value is equal to or greater than the maximum setting value (setting value data "6"), the setting value data is cleared (setting value data to "1"), and if it is determined that the current setting value is less than the maximum setting value (setting value "1" to "5"), the setting value is incremented to the current setting value. Note that when the setting value data has six levels from 0 to 5, the setting change mode process may be performed by determining whether the current setting value is equal to or greater than the maximum setting value (setting value data "5"), and if it is determined that the current setting value is equal to or greater than the maximum setting value (setting value data "5"), the setting value data is cleared (setting value data to "0"), and if it is determined that the current setting value is less than the maximum setting value (setting value "0" to "4"), the setting value is incremented to the current setting value.

[0272] In addition, when the sensor signal of the start switch 12 is determined to be on after the setting change mode is activated, the setting value may be displayed in a manner different from the manner in which the setting value is displayed when the setting can be changed, such as by displaying "0" on the setting display LED to indicate that the setting value cannot be changed, or by displaying "_X" on the setting display LED (where "X" is the setting value after confirmation).

[0273] <Control to respond to power outages while various switches on the PS1 slot machine are pressed> When the front panel PS2 is closed, the game has finished, no 3 bets have been made (including when no automatic bets have been made), and the number of credits stored is equal to or greater than the number that allows for a 3-bet (for example, the number of credits is 3 or more when no bets have been made, or the number of credits is 2 or more when 1 bet has been made) (hereinafter referred to as the MAX bet possible state), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, 3 is stored as the number of bets, and the 1 bet lamp, 2 bet lamp, and 3 bet lamp are lit (before the MAX bet switch 18 is pressed, the 1 bet lamp, 2 bet lamp, and 3 bet lamp are off).

[0274] It should be noted that not only when the front panel PS2 is closed, but also when the front panel PS2 is open, if a game has ended, no three bets have been made (including when no automatic bets have been made), and a number of credits equal to or greater than the number that allows for a three-bet is stored (for example, the number of credits is three or more when no bets have been made, or the number of credits is two or more when one bet has been made), when the MAX BET switch 18 is operated (pressed), the MAX BET process is executed, three is stored as the number of bets, and the 1 BET lamp, 2 BET lamp, and 3 BET lamp are illuminated (before the MAX BET switch 18 is pressed, the 1 BET lamp, 2 BET lamp, and 3 BET lamp are off). Unless otherwise specified below, the front panel PS2 is closed when the power is turned on, but the device may be configured to behave similarly even when the front panel PS2 is open.

[0275] In addition, the MAX bet available state includes a state where no bet has been made, a state where 1 bet has been made, and a state where 2 bets have been made, but when the MAX bet switch 18 is operated and the 1 bet lamp, 2 bet lamp, and 3 bet lamps are newly lit, this is the MAX bet available state where no bet has been made. In the MAX bet available state where 1 bet has been made, the 1 bet lamp is already lit and the 2 bet lamp and 3 bet lamp are newly lit, and in the MAX bet available state where 2 bets have been made, the 1 bet lamp and 2 bet lamp are already lit and the 3 bet lamp is newly lit.

[0276] Furthermore, in the MAX BET enabled state, the MAX BET lamp is lit, informing the player that operation of the MAX BET switch 18 is valid. When the MAX BET lamp is lit in the MAX BET enabled state, if the MAX BET switch 18 is pressed (when the sensor that detects the MAX BET switch 18 changes from OFF to ON), the MAX BET lamp goes out. In other words, the MAX BET lamp goes out even while the MAX BET switch 18 is being pressed (when the MAX BET switch 18 is pressed and not released, and the sensor for the MAX BET switch 18 remains ON).

[0277] Furthermore, in a situation where a power outage occurs in the MAX BET enabled state, causing the operating voltage to fall below the threshold and rendering the gaming machine inoperable, if the MAX BET switch 18 is pressed and the power is turned on while the MAX BET switch 18 is pressed (when the power outage recovery process is executed), the MAX BET lamp will light up and the MAX BET process will not be executed. Also, because the MAX BET switch 18 is pressed, a new MAX BET process cannot be performed by pressing the MAX BET switch 18. In other words, because the MAX BET switch 18 is pressed (the sensor signal of the MAX BET switch is on), the MAX BET switch 18 cannot be pressed and the MAX BET process cannot be performed.

[0278] This makes it possible to prevent a bet from being placed even if the MAX BET switch 18 is unintentionally operated (such as by placing a hand on the MAX BET switch 18) when power is turned on after a power outage, and even in such a case, the MAX BET lamp can accurately indicate that the operation of the MAX BET switch 18 is valid. Therefore, a player who recognizes that the operation of the MAX BET switch 18 is valid can place a MAX BET (perform MAX BET processing) by temporarily releasing the MAX BET switch 18 that he had pressed (after the sensor of the MAX BET switch 18 changes from ON to OFF), and then pressing the MAX BET switch 18 again (the sensor of the MAX BET switch 18 changes from OFF to ON).

[0279] Also, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be performed, it is not a software malfunction.

[0280] In addition, in a situation where a power outage occurs while the MAX bet is possible, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed, but if the 1 bet switch 19 is operated (pressed) again (the sensor that detects the 1 bet switch 19 changes from OFF to ON), the 1 bet process can be executed.

[0281] As a result, even if the MAX BET switch 18 is unintentionally operated (such as by placing a hand on the MAX BET switch 18) when the power is turned on after a power outage, the MAX BET lamp will light up to indicate that betting is possible, and suggest that the 1 BET switch 19 is operable. Even in such a case, the operation of the 1 BET switch 19 is valid, so the game can continue.

[0282] In addition, in a situation where a power outage occurs in the MAX BET enabled state, causing the operating voltage to fall below a threshold and rendering the gaming machine inoperable, the MAX BET switch 18 may be pressed, and the power may be turned on while the MAX BET switch 18 is pressed (when the power outage recovery process is executed), in which case the MAX BET process may be executed. In this case, the MAX BET lamp may be on or off after power-on. If the MAX BET lamp is on after power-on, this indicates that the 1 BET switch 19 is operable, and operating the 1 BET switch 19 changes the bet status from 3 to 1, and the difference of "2" is restored to the credits. (If the 3 BET state has 50 credits, the difference cannot be restored to credits, so operating the 1 BET switch 19 does not change the status to 1, and the 3 BET state remains, so the MAX BET lamp does not light up (it is off) after power-on.) If the MAX BET lamp is off after power-on, this indicates that the MAX BET process has been executed. In addition, whether the MAX bet lamp is on or off after power-on, it is possible to notify that the MAX bet process has been executed by outputting three bet sounds (three times one bet sound) when power is turned on.

[0283] Next, when the MAX BET switch 19 is operated (pressed) in the MAX BET enabled state (when no bet has been placed), the bet number is stored as 1 and the 1 BET lamp lights up. Also, since the MAX BET switch 18 is still active, the MAX BET lamp is also lit up.

[0284] Also, in a state where a MAX bet is possible (a state where no bet has been placed), if a power outage occurs, the operating voltage falls below the threshold, and the gaming machine becomes inoperable, and the 1 bet switch 19 is pressed, if the power is turned on while the 1 bet switch 19 is pressed (if the power outage recovery process is executed while the sensor of the 1 bet switch 19 remains ON), the MAX bet lamp will light up and the 1 bet process will not be executed. Also, because the 1 bet switch 19 is pressed, it is not possible to newly press the 1 bet switch 19 to perform a 1 bet process.

[0285] This makes it possible to prevent a bet from being placed even if the 1 bet switch 19 is unintentionally operated (such as by placing a hand on the 1 bet switch 19) when the power is turned on after a power outage, and even in such a case, the lighting state of the MAX BET lamp indicates that bet processing is possible, suggesting that the 1 bet switch 19 is operable. Therefore, a player who recognizes that the operation of the MAX BET switch 18 or 1 bet switch 19 is valid can perform the 1 bet processing or the MAX BET processing by releasing the 1 bet switch 19 that he or she had pressed (after the sensor of the 1 bet switch 19 has changed from ON to OFF) and then pressing the MAX BET switch 18 again (when the sensor of the MAX BET switch 18 has changed from OFF to ON) without releasing the 1 bet switch 19 that he or she had pressed (while the sensor of the 1 bet switch 19 remains ON).

[0286] Furthermore, when the gaming machine is in a state where a MAX bet is possible (no bets have been placed) and a power outage occurs, causing the operating voltage to fall below the threshold and making it unable to operate, if the 1 bet switch 19 is pressed and the power is turned on while the 1 bet switch 19 is pressed (the power outage recovery process is executed), the MAX bet lamp will light up and the 1 bet process will not be executed, but if the MAX bet switch 18 is operated (pressed) again, the MAX bet process can be executed.

[0287] As a result, even if the 1 bet switch 19 is unintentionally operated (such as by placing a hand on the 1 bet switch 19) when the power is turned on after a power outage, the lighting state of the MAX BET lamp indicates that betting is possible, suggesting that the MAX BET switch 18 is operable. Even in such a case, the operation of the MAX BET switch 18 is valid, so the game can continue.

[0288] Also, in a situation where a power outage occurs in the MAX bet enabled state, causing the operating voltage to fall below a threshold and rendering the gaming machine inoperable, if the 1 bet switch 19 is pressed and the power is turned on while the 1 bet switch 19 is pressed (when the power outage recovery process is executed), the 1 bet process may be executed. In this case, the MAX bet lamp lights up after power is turned on, indicating that the MAX bet switch 18 is operable, and when the MAX bet switch 18 is operated, the 1 bet state changes from the 1 bet state to the 3 bet state. Also, by outputting a 1 bet sound when power is turned on, it is possible to notify that the 1 bet process has been executed.

[0289] Furthermore, when the gaming machine is in a MAX bet enabled state (when no bets have been placed) and a power outage occurs, causing the operating voltage to fall below the threshold and making it unable to operate, if the MAX bet switch 18 is pressed (this may be the case whether the front panel PS2 is not open or has already been opened), and the power is turned on while the MAX bet switch 18 is being pressed while the front panel PS2 is open (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed, but if the 1 bet switch 19 is operated (pressed) again while the MAX bet switch 18 continues to be pressed, the 1 bet process can be executed. Furthermore, when the gaming machine is in a MAX bet enabled state (when no bets have been placed) and a power outage occurs, causing the operating voltage to fall below the threshold and making it unable to operate, if the MAX bet switch 18 is pressed (this may be the case whether the front panel PS2 is not open or has already been opened), and the power is turned on while the MAX bet switch 18 is pressed while the front panel PS2 is open (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed, but the MAX bet process can be executed by releasing the MAX bet switch 18 and operating (pressing) the MAX bet switch 18 again. In this case, even if the 1 bet switch 19 or the MAX bet switch 18 is pressed anew and the 1 bet process or the MAX bet process is executed, the 1 bet sound or the 3 bet sound may not be output, or in a situation where the 1 bet switch 19 or the MAX bet switch 18 is pressed anew and the 1 bet process or the MAX bet process is executed, resulting in 3 bets and the front panel PS2 being open, when the start switch 12 is operated (pressed) the reel rotation process is executed and each reel rotates, but the start sound may not be output.

[0290] This makes it possible to prevent a bet from being placed even if the MAX bet switch 18 is unintentionally operated (such as by placing a hand on the MAX bet switch 18) when the power is turned on after a power outage, and even in such a case, the MAX bet lamp can accurately indicate that the operation of the MAX bet switch 18 is valid.

[0291] Also, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be performed, it is not a software malfunction.

[0292] Furthermore, by enabling the 1 bet process using the 1 bet switch 19 even when the front panel PS2 is open, it becomes possible to check whether 1 bet process is possible normally, along with the work that the administrator performs when the front panel PS2 is open (for example, checking settings, setting the administrator menu, etc.). Note that, in gaming at a gaming parlor, playing with the front panel PS2 open is not normal, so by deliberately not outputting the 1 bet sound, it becomes possible to let the player know that it is not normal.

[0293] In addition, when the gaming machine is in a state where a MAX bet is possible (when no bets have been placed), a power outage occurs, causing the operating voltage to fall below the threshold and making it unable to operate, and the MAX bet switch 18 is pressed (this may be the case when the front panel PS2 is not open or when it is already open), and if the power is turned on while the MAX bet switch 18 is being pressed while the front panel PS2 is open (when the power outage recovery process is executed), the MAX bet lamp will not light up, the MAX bet process will not be executed, and even if the 1 bet switch 19 is operated (pressed) again, the 1 bet process will not be executed, and thereafter, when the front panel PS2 is closed (the closure is detected) while the MAX bet switch 18 is still being operated (pressed), the MAX bet lamp will light up, and when the 1 bet switch 19 is operated (pressed) again, the 1 bet process will become possible.

[0294] This makes it possible to prevent a bet from being placed even if the MAX BET switch 18 is unintentionally operated (such as by placing a hand on the MAX BET switch 18) when the power is turned on after a power outage, and by not lighting the MAX BET lamp, it is possible to make the player aware that the game cannot proceed. Furthermore, when the front panel PS2 is closed, even if the MAX BET switch 18 continues to be operated (pressed), the 1 BET switch 19 is enabled to allow bets to be placed, thereby making it possible to minimize the disruption of the game.

[0295] In addition, in a state where a power outage occurs in which the operating voltage falls below the threshold and the gaming machine is unable to operate while the MAX BET switch 18 and 1 BET switch 19 are pressed, if the power is turned on while the MAX BET switch 18 and 1 BET switch 19 are pressed (when the power outage recovery process is executed), the MAX BET lamp will light up and the MAX BET process and 1 BET process will not be executed. In this case, if the MAX BET switch 18 is released while the 1 BET switch 19 is still being pressed and the MAX BET switch 18 is operated (pressed) again, the MAX BET process can be executed. Similarly, in a situation where a power outage occurs when the MAX bet is possible, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the MAX bet switch 18 and the 1 bet switch 19 are pressed and the power is turned on while the MAX bet switch 18 and the 1 bet switch 19 are pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and 1 bet process will not be executed, but if the 1 bet switch 19 is released while the MAX bet switch 18 is still pressed and the 1 bet switch 19 is operated (pressed) again, the 1 bet process can be executed.

[0296] This makes it possible to prevent bets from being placed even if the MAX BET switch 18 and 1 BET switch 19 are unintentionally operated (such as by placing a hand on the MAX BET switch 18 and 1 BET switch 19) when power is turned on after a power outage, and even in such a case, the MAX BET lamp can accurately indicate that the operation of the MAX BET switch 18 is valid. Also, even in such a case, the operation of the MAX BET switch 18 and 1 BET switch 19 is valid, so the game can continue.

[0297] When the front panel PS2 is closed, the game has finished, no bets have been made (replay has not been activated), and normal effects are being displayed (effects other than continuous effects or AT effects) or a demo screen is being displayed (hereinafter referred to as the menu screen displayable state), if the sub-switch 20 is operated (pressed) (when the sensor that detects the sub-switch 20 changes from OFF to ON), the menu screen display process is executed and the menu screen is displayed on the display device 32.

[0298] In addition, in a state where the menu screen can be displayed, if a power outage occurs, the operating voltage falls below the threshold, and the gaming machine becomes unable to operate, and the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (if the power outage recovery process is executed while the sensor of the sub-switch 20 remains ON), the sub-switch lamp will light up and the menu screen will not be displayed.

[0299] As a result, even if the sub switch 20 is unintentionally operated (such as by placing a hand on the sub switch 20) when the power is turned on after a power outage, the unintentional menu screen will not be displayed, and the lighting state of the sub switch lamp will indicate that the menu screen display process is possible, suggesting that the sub switch 20 is operable. Therefore, a player who recognizes that the operation of the sub switch 20 is valid can release the sub switch 20 that he or she has pressed (after the sensor of the sub switch 20 changes from ON to OFF), and then press the sub switch 20 again (when the sensor of the sub switch 20 changes from OFF to ON), thereby causing the menu screen to be displayed.

[0300] Also, in a state where the menu screen can be displayed, if a power outage occurs, causing the operating voltage to fall below a threshold and rendering the gaming machine inoperable, and the sub switch 20 is pressed and the power is turned on while the sub switch 20 is being pressed (when the power outage recovery process is executed), the sub switch lamp may light up and the menu screen may be displayed. In this case, the menu screen can be displayed immediately after power is turned on, reflecting the intention to press the sub switch 20, and further, by lighting the sub switch lamp, it can be indicated that the confirmation operation for each item on the menu screen is valid.

[0301] Furthermore, in a situation where a power outage occurs while the gaming machine is in a MAX BET enabled state and the menu screen can be displayed, causing the operating voltage to fall below the threshold and rendering the gaming machine inoperable, if the MAX BET switch 18 and sub switch 20 are pressed and the power is turned on while the MAX BET switch 18 and sub switch 20 are pressed (when the power outage recovery process is executed), the MAX BET lamp will light up, the MAX BET process will not be executed, the sub switch lamp will light up, and the menu screen will not be displayed. Also, because the MAX BET switch 18 is pressed, it is not possible to perform a MAX BET process by pressing the MAX BET switch 18 again. In other words, because the MAX BET switch 18 is pressed (the sensor signal of the MAX BET switch is on), the MAX BET switch 18 cannot be pressed and the MAX BET process cannot be performed.

[0302] This makes it possible to prevent unintentional bets from being made and the menu screen from being displayed, even if, for example, the MAX BET switch 18 and sub switch 20 are unintentionally operated (such as by placing hands on the MAX BET switch 18 and sub switch 20) when the power is turned on after a power outage. Even in such cases, the MAX BET lamp can accurately indicate that the operation of the MAX BET switch 18 is valid, and the sub switch lamp can indicate that the menu screen display process is possible, suggesting that the sub switch 20 can be operated.

[0303] Also, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be performed, it is not a software malfunction.

[0304] Furthermore, in a situation where a power outage occurs while the gaming machine is in a MAX BET enabled state and a menu screen display enabled state, causing the operating voltage to fall below a threshold and rendering the gaming machine inoperable, if the MAX BET switch 18 and sub switch 20 are pressed and the power is turned on while the MAX BET switch 18 and sub switch 20 are pressed (when the power outage recovery process is executed), the MAX BET lamp may light up, the MAX BET process may not be executed, the sub switch lamp may light up, and the menu screen may be displayed. In this case, the menu screen may be displayed immediately after power is turned on, reflecting the intention to press the sub switch 20, and further, lighting the sub switch lamp may indicate that the confirmation operation for each item on the menu screen is valid. In this case, the MAX BET lamp may remain lit even after the menu screen is displayed, indicating that the MAX BET process may be executed.

[0305] When the front panel PS2 is closed, the game has finished, no bets have been made (replay has not been activated), and the number of credits is 1 or more (hereinafter referred to as the settlement-enabled state), when the settlement switch is operated (pressed), the settlement process is executed and the medals stored in the credits are paid out to the tray 28.

[0306] Furthermore, in a situation where a power outage occurs in the settlement-enabled state, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the settlement switch is pressed (the sensor that detects the settlement switch goes from OFF to ON) and the power is turned on while the settlement switch is being pressed (if the power outage recovery process is executed with the settlement switch sensor on), the MAX BET lamp will light up and settlement processing will not be executed. Also, even if the MAX BET switch 18 is pressed while the settlement switch is being pressed, MAX BET processing will not be executed.

[0307] This means that even if the settlement switch is unintentionally operated (such as by placing a hand on the settlement switch) when the power is turned on after a power outage, the unintentional settlement process will not be executed, and the lighting state of the MAX BET lamp will notify the player that there are medals remaining in the credits, preventing the player from leaving the seat with credits remaining.

[0308] In addition, in a situation where a power outage occurs in a settlement-enabled state, causing the operating voltage to fall below a threshold and the gaming machine to become unable to operate, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (if the power outage recovery process is executed), the MAX bet lamp will light up and the settlement process will not be executed, but if the MAX bet switch 18 is pressed while the settlement switch is being pressed, the MAX bet process will be executed.

[0309] This means that even if the settlement switch is unintentionally operated (such as by placing a hand on the settlement switch) when the power is turned on after a power outage, the unintentional settlement process will not be executed, and since the operation of the MAX bet switch is valid, the progress of the game will not be hindered as much as possible, so as not to reduce the enjoyment of the game.

[0310] In addition, in a situation where a power outage occurs while the settlement is possible, causing the operating voltage to fall below a threshold and the gaming machine to become unable to operate, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (if the power outage recovery process is executed), the MAX bet lamp may light up and the settlement process may be executed.

[0311] This means that, for example, when turning on the power before the opening of an amusement arcade, if the power is turned on while the settlement switch is being operated (such as with a hand on the settlement switch), the settlement process can be carried out immediately after the power is turned on, thereby simplifying the power-on work before opening and the settlement work for medals remaining on the credit.

[0312] Furthermore, in a situation where a power outage occurs in the settlement-enabled state, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (if the power outage recovery process is executed), the lamp on the sub-switch 20 will light up and operation of the sub-switch 20 will be valid, regardless of whether the settlement process is being executed or not (the menu screen can be displayed by accepting operation of the sub-switch 20).

[0313] This means that even if the settlement switch is unintentionally operated when the power is turned back on after a power outage, the menu screen can be displayed by operating sub-switch 20, and information useful for the game, such as checking the game history and adjusting the volume, can be viewed or changed on the menu screen. Furthermore, by enabling all operations related to the game's progress at this time, all gameplay operations except settlement can be performed. The settlement process is only used at the end of a game, and since the number of inserted medals can be adjusted even if the settlement process is not performed, the player will not be at a disadvantage, making it possible to carry out the game without interfering with the progress of the game as much as possible.

[0314] Furthermore, when the gaming machine is in a MAX bet enabled state and a settlement enabled state, if a power outage occurs causing the operating voltage to fall below the threshold and the gaming machine is unable to operate, and the MAX bet switch 18 and the settlement switch are pressed, and the power is turned on while the MAX bet switch 18 and the settlement switch are pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and settlement process will not be executed. Also, in this case, if the MAX bet switch 18 is released while the settlement switch is still being pressed and the MAX bet switch 18 is operated (pressed) again, the MAX bet process can be executed, and if the settlement switch is released while the MAX bet switch 18 is still being pressed and the settlement switch is still being operated (pressed) again, the settlement process can be executed.

[0315] This makes it possible to prevent bets from being placed and settlement processing even if the MAX BET switch 18 and settlement switch are unintentionally operated (such as by placing hands on the MAX BET switch 18 and settlement switch) when power is turned on after a power outage, for example. Also, the lighting state of the MAX BET lamp can accurately notify that medals remain in the credit and that the operation of the MAX BET switch 18 is valid.

[0316] When the front panel PS2 is closed, the game has finished, and three bets have been made (including when replay is activated) (hereinafter referred to as the reel rotation enabled state), if the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates. Note that the reel rotation process is executed after the minimum game time has elapsed.

[0317] In addition, in a situation where a power outage occurs while the reels are able to rotate, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when the power outage recovery process is executed), the start lamp will light up but none of the reels will rotate.

[0318] This means that even if the start switch 12 is unintentionally operated (such as by placing a hand on the start switch 12) when the power is turned on after a power outage, the reels will not spin unintentionally, preventing the player from unintentionally using the gaming media that have been bet.In addition, even in such cases, the lighting of the start lamp can accurately notify the player that the operation of the start switch 12 is valid.

[0319] Furthermore, in a situation where a power outage occurs while the reels are rotatable, causing the operating voltage to fall below a threshold and rendering the gaming machine inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when the power outage recovery process is executed), the start lamp may not light up and none of the reels may spin. In such a case, it is preferable that the start lamp light up when the operation of the start switch 12 is terminated (when the sensor signal of the start switch 12 is turned off).

[0320] This means that even if the start switch 12 is unintentionally operated (such as by placing a hand on the start switch 12) when the power is turned on after a power outage, the reels will not spin unintentionally, preventing the player from unintentionally using the gaming media that have been bet.In addition, by not lighting the start lamp in such a case, the player can be made aware that the reels will not spin until the operation of the start switch 12 is completed, and once the operation of the start switch 12 is completed, the start lamp will light up, accurately informing the player that the operation of the start switch 12 was valid.

[0321] In addition, in a situation where a power outage occurs while the reels are rotatable, causing the operating voltage to fall below a threshold value and making the gaming machine unable to operate, if the start switch 12 is pressed and power is turned on while the start switch 12 is being pressed (if the power outage recovery process is executed), all the reels may rotate.

[0322] As a result, if a power outage occurs while the reels are able to rotate, causing the operating voltage to momentarily fall below the threshold, and then the start switch 12 is operated before the operating voltage exceeds the threshold and the power is automatically turned on, and the power is automatically turned on while the start switch 12 is being operated (when the power outage recovery process is executed), all the reels will spin after the power is turned on, so the game can proceed (all the reels will spin) regardless of when the player operates the start switch 12, reducing the effort required by the player and improving the tempo of the game.

[0323] When the front panel PS2 is closed, all reels are spinning, and operation of the stop switch 13 is enabled (hereinafter referred to as the reel stop enabled state), if the stop switch 13 is operated (pressed) (when any of the sensors that detect the left stop switch 13a, middle stop switch 13b, or right stop switch 13c changes from OFF to ON), a stop control process is executed for the reel corresponding to the operated stop switch 13, and the reel corresponding to the operated stop switch 13 stops. Note that the reel stop enabled state is not limited to a state in which all reels are spinning, and a state in which any one reel is spinning can also be referred to as the reel stop enabled state.

[0324] In the reel stoppable state, the LED constituting the stop switch 13 lights up to indicate that it is enabled, and in the reel stoppable state, in which the reel cannot be stopped even when the stop switch 13 is operated, the LED constituting the stop switch 13 lights up to indicate that it is disabled.

[0325] Here, the state in which the reels cannot be stopped may be a state in which the stop switch 13 does not accept operation even though the reels are rotating (such as when a rotation failure is being detected or when another switch managed by the main control means 100 is operated), or a state in which the reels are not rotating (such as when all reels are stopped or when the left stop switch 13a is operated when the left reel is stopped).

[0326] In addition, the lighting mode indicating that the LED constituting the stop switch 13 is enabled is when it lights up in white or in a color such as red, and the lighting mode indicating that the LED constituting the stop switch 13 is disabled is when it is unlit (off) or when it lights up in a color (e.g., blue) different from the lighting color indicating that it is enabled.

[0327] Furthermore, in a state where the reels are capable of stopping, if a power outage occurs, the operating voltage falls below the threshold, and the gaming machine becomes inoperable, and the left stop switch 13a is pressed, if the power is turned on while the left stop switch 13a is pressed (if the power outage recovery process is executed while the sensor of the left stop switch 13a remains ON), the stop control process is not executed for the left reel. Also, if the power is turned on while the left stop switch 13a is pressed, the LED constituting the stop switch 13 lights up in a manner that indicates that it is disabled.

[0328] This allows, for example, the left stop switch 13a to be the stop switch corresponding to the final stop operation, and even if the left stop switch 13a is unintentionally operated when the power is turned on after a power outage occurs while the left reel is in a stoppable state, the operation of the left stop switch 13a will not stop the rotation of the left reel, preventing the player from losing a minor role that requires careful pressing. It also makes it possible to prevent the stop switch 13 from accepting an operation in a different order from the correct order when an internal lottery result (so-called "push order role") is won, in which a symbol combination advantageous to the player is stopped depending on the order of pressing.

[0329] In addition, in a state where the reels can be stopped, if a power outage occurs, the operating voltage falls below a threshold, and the gaming machine becomes inoperable, and the left stop switch 13a is pressed, and if power is turned on while the left stop switch 13a is pressed (if power outage recovery processing is executed), a stop control processing may be executed for the left reel. Even in this case, if power is turned on while the left stop switch 13a is pressed, the LED constituting the stop switch 13 will be lit up to indicate that it is disabled.

[0330] As a result, for example, if a power outage occurs during play and the operating voltage momentarily drops below the threshold, and then the left stop switch 13a is pressed between the time the operating voltage exceeds the threshold and the time the power is automatically turned on, and the power is automatically turned on while the left stop switch 13a is pressed (the power outage recovery process is executed), the left reel will stop after the power is turned on. This means that the game can proceed (the corresponding reel will stop) regardless of when the player presses the stop switch 13, reducing the player's effort and improving the game tempo. Furthermore, by configuring the reel corresponding to the stop switch 13 pressed after power is turned on to stop even if the reel is accelerating, it is possible to stop it closer to the timing originally intended by the player. However, if multiple stop switches 13 are pressed after power is turned on, none of the reels will stop.

[0331] <Control to deal with power outage during slip control of the assumed slot machine PS1> When the start switch 12 is operated and the reel is rotating, if the operation of the stop switch 13 is accepted, the reel rotates from the acceptance position of the stop switch 13 to the stop position (so-called slip control), and the reel stops when it reaches the stop position. If the power is cut off during this slip control, the slip control cannot be executed, and the reel cannot be stopped at the stop position.

[0332] In addition, the stop position is determined when the stop switch 13 is received, and the winning determination process is executed based on the determined stop position, so when it is determined that a small win has been won based on the stop position regardless of whether the reel is actually stopped or not, the payout of medals based on the small win is executed.

[0333] For this reason, in a game in which a small prize is won by the internal lottery process, power-off processing is executed during slip control when operation of the stop switch 13 is accepted at a timing when the symbol corresponding to the small prize can be stopped, and even if the symbol corresponding to the small prize does not stop on the valid line after power is restored, the winning determination processing after all reels have stopped determines that the symbol combination corresponding to the small prize has stopped, and medals are paid out according to the symbol combination that has stopped.

[0334] This is for the following reason. That is, while this has the effect of preventing a situation in which a player is unable to receive a medal payout even though he or she performed a stop operation at the timing when a medal payout should be received, it also creates the problem of not being able to recognize which symbol combination the medal payout is based on. To solve this problem, in a game in which a small winning combination has been won through internal lottery processing, a power-off process is executed during slip control (from the time the stop switch 13 is operated until the end of slip control) when the operation of the stop switch 13 is accepted at a timing when the symbol corresponding to the small winning combination can be stopped, and after power is restored, the reels are rotated to detect the index, and based on the detected index information, the reels are rotated to the stop position and then controlled to stop at the stop position, after which the medals are paid out.

[0335] By configuring it in this way, even if power is cut off during slip control, the reels are rotated to the stop position where they were scheduled to stop again after the power is restored, so that the player can visually confirm which symbol combination has stopped, thereby increasing the player's interest.

[0336] Furthermore, if a power-off process is executed during slippage control, and an index is detected during the re-spin process after power is restored, even if the same symbol is present during the movement to the planned stop position, the machine will move to the planned stop position. If the machine stops at the same symbol just before the planned stop position, it may display a stop prohibition system that will not stop during play, so a process to determine whether or not a stop is prohibited is required, but the machine is designed to move to the planned position in order to reduce the processing load during the re-spin process.

[0337] Furthermore, power-off processing is executed during slip control, and when power is restored, the re-spin processing executes acceleration processing and constant speed processing in the same manner as the normal reel spin start processing. However, this is not limited to this, and acceleration processing and constant speed processing different from the normal processing may also be executed. For example, the acceleration time may be shortened, the acceleration time may be lengthened, the constant speed spin speed may be slowed, or the constant speed spin speed may be increased. By changing the acceleration mode or constant speed mode from the normal mode in this way, the player can be made aware that the spin is different from the normal mode.

[0338] Also, if the reel rotates to the same position as the stop acceptance position while rotating at a constant speed during re-spinning, it will be subjected to slip control as if a stop operation had been accepted, as in normal rotation processing, and when the reel rotates to the planned stop position, an all-phase excitation signal will be output to the stepping motor driving the reel (in the case of a four-phase stepping motor, a four-phase excitation signal will be output), stopping the re-spinning reel.

[0339] Furthermore, when power is cut off during slip control and the re-spinning process is in progress after power is restored, the message "Re-spinning" may be displayed on the LCD screen, a voice message saying "Re-spinning" may be output, or an error message may be displayed on the error indicator, so that the player is aware that the re-spinning is not normal.

[0340] Furthermore, when power-off processing is executed during slip control, a flag indicating that slip control has not been completed is stored in a specified storage area, and when power is turned on, the specified storage area is checked, and if the flag is set, re-spin processing is executed. The flag is initialized when the re-spin processing is stopped as a result of execution, so that re-spin processing is not executed when power is turned on normally. The flag indicating that slip control has not been completed may be an error flag or a game status flag.

[0341] Furthermore, when power-off processing is executed during slip control, re-rotation processing may be executed automatically after power is restored, or an error may occur after power is restored and the error is released by a reset switch, after which re-rotation processing may be executed. Either mode is applicable to the re-rotation processing in the following embodiments.

[0342] Furthermore, if power is cut off during slippage control, and the rotation is restarted after power is restored, the rotation failure detection counter may be updated during acceleration and constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, the above-mentioned 180), acceleration processing is executed again. Possible causes of rotation failure in this case include holding the reel by hand, loss of synchronism due to a motor malfunction, or deterioration of components over time.

[0343] In this case, the rotation failure detection counter is initialized during the initialization process when the power is turned on, and updating (counting) of the rotation failure detection counter begins as the re-spin process is executed. Then, after the first index is detected after power is turned on, the value of the rotation failure detection counter is updated to 0, updating of the rotation failure detection counter begins again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after the first index is detected in this way, the position of the reel stopped by the power-off process is the position immediately after the index has passed, and even if the stop position is the position immediately before the index has passed, it is possible to stop it to the stop position without detecting a rotation failure. In other words, the reel rotates approximately two revolutions from when power is turned on until it stops, but it is not determined to be a rotation failure.

[0344] Although the timing for initializing the rotation failure detection counter is when the power is turned on, this is not limited to this, and the rotation failure detection counter may be initialized when the stop switch 13 is received, or when the reel state becomes a constant speed state.

[0345] In this way, by performing power-off processing during slip control and detecting rotation failure during re-rotation processing after power is restored, it is possible to prevent the stop position from shifting due to step-out, etc., even during re-rotation, and to stop the motor at the planned stop position. Furthermore, since rotation failure is not detected during normal slip control, re-acceleration processing is not performed if step-out, etc., occurs during normal slip control.

[0346] Subsequently, if a power-off process is executed during slip control and an error (a recoverable error) is detected during the re-spin process after power is restored, an error notification is issued after the re-spin process is completed. The errors detected at this time include a medal retention error, a medal backflow error, a medal passage time error, a hopper retention error, a hopper empty error, an abnormality detection error, a door open error, and a harness disconnection error. In addition to an error code displayed on the acquired coin count display 27, the error notification may be issued via an LCD screen, a speaker S, or by lighting up the upper or side effect lamps or effect switch lamps in a predetermined color (e.g., a highly visible, conspicuous color such as red or blue). The error notification may be issued by a single error notification or by combining multiple error notifications.

[0347] In this way, by issuing an error notification after the re-spin process is completed, it becomes possible to make it easier for players and gaming facility personnel to recognize whether the notification is for a re-spin or an error. Note that if a re-spin notification is issued during a re-spin, the re-spin notification is terminated after the re-spin is completed and switched to an error notification. Note that no error notification is issued during a re-spin, and no notifications related to re-spin that are not error notifications are issued.

[0348] The error modes during the re-spinning process described above are not limited to these, and only some errors may be detected (for example, a hopper accumulation error may be detected but a medal accumulation error may not be detected), and the mode of error notification may be such that after an error is detected, the error is notified by the number of coins acquired display 27, and when the re-spinning process is completed and the reels stop, the error is notified by the LCD or speaker S, or the error is notified by the number of coins acquired display 27, LCD or speaker S after an error is detected.

[0349] Next, a power-off process is executed during slip control, and during the re-rotation process after the power is restored, the lamp of the stop switch 13 is turned on in an inactive state, so that the corresponding reel will not stop even if the stop switch 13 is operated.

[0350] In addition to the situation where the reels rotate when the power is turned on when power is restored after a power outage during slip control, there is also the situation where power is restored after a power outage during normal reel rotation. When power is restored after a power outage during normal reel rotation, the reels can be stopped, and the lighting state of the lamp on the stop switch 13 is valid. Therefore, when the reels rotate when the power is turned on, it is possible to determine whether the reel restart process is in progress or normal reel rotation by checking the lighting state of the lamp on the stop switch 13.

[0351] Another possible situation in which the reels spin when the power is turned on is when the power is restored after being turned off during a freeze in which the reels are spinning. The types of freeze in which the reels spin include a pseudo game in which temporary stop control is performed by operating the stop switch 13, and a reel effect in which the reels do not stop spinning even when the stop switch 13 is operated.

[0352] During simulated play, the lighting state of the lamp on the stop switch 13 is in an active state, and when power is restored after being turned off during simulated play, the lighting state of the lamp on the stop switch 13 becomes active, so when the reels start to rotate after the power is turned on, it is possible to determine whether the reels are in the process of re-spinning or are rotating normally by checking the lighting state of the lamp on the stop switch 13.

[0353] During reel performance, the lighting mode of the lamp of the stop switch 13 is in an inactive mode, and when power is restored after a power outage during reel performance, the lighting mode of the lamp of the stop switch 13 becomes in an inactive mode, so when the reels are rotating when the power is turned on, it is not possible to determine whether the reel performance is in progress or the re-spin processing is in progress from the lighting mode of the lamp of the stop switch 13, but in this case it is possible to determine this by checking a display device such as an LCD or error display. Note that even if the lighting mode of the lamp of the stop switch is in an inactive mode during reel performance, when the operation of other main system switches (switches managed by the main control means 100) is enabled, the lighting mode of the lamps of the other main system switches becomes active, so it is possible to determine whether the reel performance is in progress or the re-spin processing is in progress by checking the lighting mode of the lamps of the other main system switches.

[0354] Furthermore, when power is restored after a power outage during simulated play or reel presentation, the reels may not be rotated. In this case, since the reels do not rotate when power is restored, it is easy to determine whether or not the re-spinning process is in progress by the way the reels are rotating.

[0355] If power-off processing is subsequently executed during slip control and power-off processing is executed again during the restart processing after power is restored, the motor will rotate until the index is detected after power is restored, and then move to the scheduled stop position again and stop. Note that if power-off processing is executed just before the index is detected, and the index is not detected during acceleration after power is restored, and the motor will rotate again until the index is detected, this can also be said to be rotation until the index is detected.

[0356] In this way, the re-spin process can be executed even if the power is restored after being cut off during the re-spin process, so it is possible to display the stopped symbols to the player even in an unstable situation where multiple power cuts may occur.

[0357] Here, the timing at which power-off processing is executed during slip control and then executed again during re-rotation processing after power is restored can be considered to be before the index is detected during the re-rotation processing and after the index is detected during the re-rotation processing.

[0358] <Pattern 1> If power-off processing is executed during slip control, and the power-off processing is executed again during the re-rotation processing after the power is restored before the index is detected during the re-rotation processing, it is possible to rotate the motor until the index is detected during the second re-rotation processing after the power is restored, and then rotate it to the planned stop position and stop it.

[0359] In this case, the index is not detected in the first re-rotation process and the reference pattern position is not stored, so the second re-rotation process determines that the reference pattern position has not been stored and performs rotation to detect the index again, allowing the machine to stop at the planned stopping position.

[0360] <Pattern 2-1> In addition, if the power-off process is executed during slip control, and the power-off process is executed again during the re-rotation process after the power is restored, the timing is after the index is detected during the re-rotation process (as long as the sensor detects the index, and this also includes the timing of the moment the sensor detects the index; the same applies hereinafter), it is possible to consider a mode in which the rotation is rotated to the planned stopping position based on the reference pattern position of the index detected before the power was cut off after the power is restored and then stopped.

[0361] In this case, since the index is detected during the first re-spin process, the reel can be stopped at the planned stopping position based on the stored reference pattern position, and the time until the resumption of play can be shortened by the time it takes to detect the index.

[0362] In the above-mentioned pattern 2-1, if a power-off process is executed between the detection of the index during the first re-rotation process and the rotation to the planned stop position and the application of the brake (until the output of four-phase excitation), even if the timing at which the power-off process is executed is such that the rotation has not yet reached the stop acceptance position, or even if the rotation has reached the stop acceptance position, the re-rotation process or stop control will be executed based on the stored reference pattern position without detecting the index again after the power is restored.

[0363] In this way, regardless of the stop acceptance position accepted immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power recovery, so the process does not become complicated and the program can be speeded up.

[0364] <Pattern 2-2> Furthermore, if power-off processing is executed during slip control, and the timing for executing power-off processing again during the re-rotation processing after power is restored is after an index is detected during the re-rotation processing, it is possible to detect the index again after power is restored, and then rotate to the planned stop position and stop.

[0365] In this case, taking into account the possibility that the reel may have moved between the second power outage and the time the power is restored, the reel will rotate again until the index is detected again, making it possible to rotate the reel to the intended stopping position more accurately.

[0366] In the above-mentioned pattern 2-2, if a power-off process is executed between the detection of the index during the first re-rotation process and the rotation to the planned stop position and the application of the brake (until the output of four-phase excitation), even if the timing at which the power-off process is executed is such that the rotation has not yet reached the stop acceptance position, or even if the rotation has reached the stop acceptance position, the re-rotation process is executed to detect the index again after the power is restored, and the pattern is moved to the planned stop position and stopped there.

[0367] In this way, regardless of the stop acceptance position accepted immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power recovery, so the process does not become complicated and the program can be speeded up.

[0368] <Pattern 2-3> In addition, if the power-off process is executed during slippage control, and the timing at which the power-off process is executed again during the re-rotation process after the power is restored is after the index has been detected during the re-rotation process but the pattern has not rotated to the stop acceptance position, then the re-rotation process or stop control is executed based on the stored reference pattern position without detecting the index again after the power is restored, and if the power-off process is executed during slippage control, and the timing at which the power-off process is executed again during the re-rotation process after the power is restored is after the index has been detected during the re-rotation process but the pattern has rotated to the stop acceptance position, then the re-rotation process to detect the index again after the power is restored is executed, and the pattern is moved to the planned stop position and stopped.

[0369] In this way, the stop acceptance position accepted immediately before the initial power-off process can be precisely controlled after the reference power source is restored, making it possible to execute appropriate processing according to the situation in which the power-off process is executed.

[0370] <Control of the presentation mode using the presentation switch of the assumed slot machine PS1> An example of a performance using a performance switch (sometimes referred to as a push button performance) will be explained using Figure 12. Figure 12 shows the process of a performance in which the performance switch is operated through the operation of the start switch 12, the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c, and then the performance switch is operated. Also, the part marked "PUSH" in Figure 12 represents the performance switch (however, the "PUSH" display at the top of the middle and bottom diagrams in Figure 12 is displayed on the LCD).

[0371] In the upper left diagram of Fig. 12, the LCD displays the effect "Win at rock-paper-scissors!!" which is executed based on the operation of the start switch 12 to start the game (more specifically, the reception of a start switch reception command or a reel rotation start command from the main control means 100). At this time, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0372] 12, the LCD screen displays the effect "Ta-da!", which is executed based on the operation of the left stop switch 13a for stopping the left reel (more specifically, the receipt of a left stop switch reception command from the main control means 100). At this point, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0373] 12, the LCD screen displays the effect "Ken!", which is executed based on the operation of the center stop switch 13b for stopping the center reel (more specifically, the reception of the center stop switch reception command from the main control means 100). At this point, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0374] 12, the LCD screen displays the effect of "Pop!", which is executed based on the operation of the right stop switch 13c for stopping the right reel (more specifically, the receipt of a right stop switch reception command from the main control means 100). At this point, the operation of the effect switch is still invalid, so the effect switch is off.

[0375] Next, in the middle and bottom diagrams of Figure 12, an image of a switch (hereinafter sometimes referred to as a "switch image for effects," "operation prompt image," or "operation prompt effect") that imitates an effect switch that is executed when all reels have stopped (more specifically, when a command to stop all reels is received from the main control means 100) is displayed on the LCD. Also, the "Pop!" effect that is displayed when the right stop switch 13c, which is the third stop, is operated is displayed dimly (with reduced brightness). At this time, the operation of the effect switch is valid, so the effect switch is lit. Note that when the image is displayed dimly, in addition to reducing the brightness, it may also be possible to reduce the brightness or to overlay a gray translucent display on the image. In any case, when the image is displayed dimly, it can also be expressed as reduced visibility.

[0376] Next, in the diagram at the bottom right of Figure 12, an image saying "Victory!" (hereinafter sometimes referred to as an operation response image or operation response effect) is displayed on the LCD screen, which is executed based on the operation of the effect switch (more specifically, the input signal related to the effect switch being input to the input port). At this time, the operation of the effect switch is invalid, so the effect switch is turned off.

[0377] As shown in the middle and bottom diagrams of Figure 12, when a switch image for effects is displayed on the LCD to encourage the player to operate the switch for effects, the image for effects is made larger than the actual size of the switch for effects. By displaying it in this way, the switch for effects can be effectively displayed on the LCD display where the player is paying close attention, and it becomes possible to intuitively encourage the player to operate the switch for effects.

[0378] The effect switch image also displays an image (hereinafter sometimes referred to as an "illumination mode image") that shows the lighting mode of the effect switch. When the effect switch is enabled, the effect switch lamp is lit (does not blink), and the lighting mode image is displayed as a blinking mode in which the lamp turns on and off repeatedly at a predetermined cycle. With this configuration, the effect switch image repeatedly becomes brighter and darker, making the effect switch image stand out and ultimately effectively encouraging the operation of the effect switch.

[0379] Furthermore, when the effect switch is enabled, the effect switch lamp is lit in a flashing manner in which it turns on and off repeatedly at a specific cycle, and the expression of the lighting mode image may be a flashing manner in which it turns on and off repeatedly at a predetermined cycle. In this case, it is possible to make the lighting mode image stand out by making the predetermined cycle of the lighting mode image shorter than the specific cycle of the effect switch lamp. Note that in this case, operation (pressing) of the effect switch is enabled even when the effect switch lamp is off, and based on the operation of the effect switch at this timing, the effect is switched, such as switching from a dim display of "Pop!" (the state in the lower center diagram of FIG. 12) to a display of "Victory!" (the state in the lower right diagram of FIG. 12).

[0380] Furthermore, even when the machine is equipped with an eco mode (when the machine is set to eco mode, the brightness of the upper or side effect lamps is lowered or turned off, the brightness of the lower panel is lowered or turned off, and the brightness of the LCD display is lowered or turned off compared to when the machine is not set to eco mode), the brightness of the effect switch when it is turned on to execute a push button effect during eco mode is made equal to the brightness of the effect switch when it is turned on to execute a push button effect when the machine is not in eco mode. This makes it possible to effectively encourage the player to operate (press) the effect switch.

[0381] Furthermore, even when the error notification is made by lighting or flashing the upper or both side performance lamps or performance switch lamps in a predetermined color (a highly visible color such as red or blue), it is advisable to make the brightness of the upper or both side performance lamps and performance switch lamps the same when in eco mode and when not in eco mode.

[0382] Furthermore, when an image showing the lighting state is displayed as an image showing the switch being turned off, the brightness of the effect switch image is lowered, but the brightness is not lowered until it turns black, giving the appearance of a slightly lit state. On the other hand, when the effect switch lamp is turned off, it is not lit. By differentiating the expression of the off state of the effect switch lamp and the lighting state image in this way, it is possible to make the lighting state image stand out. Also, because the area around the effect switch image is brighter than the area around the effect switch itself, the difference in brightness with the surrounding area is reduced by not lowering the brightness of the lighting state image of the effect switch image until it turns black. This configuration makes it possible to make the effect switch image stand out while reducing fatigue during play.

[0383] Furthermore, when a switch image for effect display is displayed before the immediately preceding image as shown in the middle and bottom diagrams of Figure 12, the brightness of the immediately preceding image is lowered, but the brightness of the immediately preceding image is set lower than the lowest brightness of the lighting state image of the switch image for effect display. By configuring it in this way, even when the switch image for effect display is at its lowest brightness, it is brighter than the surrounding images, making it possible to make the switch image for effect display stand out.

[0384] The middle and bottom diagrams in Figure 12 will be further explained using Figure 13. The effect switch image changes over time until the effect switch is operated. As a change mode, the effect showing the advancement and retreat of the effect switch between its initial position and the pressed position is expressed using the effect switch image.

[0385] 13 shows that the effect switch image is in the initial position, the second from the left shows that the effect switch image is in the pressed position, the third from the left shows that the effect switch image is in the initial position, and the fourth from the left shows that the effect switch image is in the pressed position. In this way, by repeatedly showing the effect switch image in the initial position and the pressed position, it is possible to effectively encourage the player to press the effect switch.

[0386] The initial position and pressed position of the effect switch image change at a constant cycle, and the cycle representing the initial position and pressed position of the effect switch image is configured to be longer than the predetermined cycle representing the lighting and extinguishing of the lighting mode image. This configuration makes it possible to make the effect switch image stand out and to avoid evoking the idea of ​​repeatedly pressing the effect switch. Many gaming machines currently on the market change effects continuously by repeatedly pressing the effect switch, and if the change in the effect switch image changes too quickly, it may be mistaken for a rapid-fire effect, potentially reducing the enjoyment of the game. Therefore, by making the cycle of change between the initial position and pressed position longer than the lighting mode cycle, it is possible to intuitively convey that the effect switch is not being pressed repeatedly while still making the player aware of the need to press it.

[0387] Furthermore, in a situation where an effect of repeatedly hitting the effect switch is displayed, by making the cycle of changing between the initial position and the pressed position shorter than the cycle of the lighting mode, it is possible to intuitively express to the player that the effect switch is to be hit repeatedly. Note that this is not limited to this, and an effect that means repeated hitting may also be achieved by making the switching cycle of the lighting mode image shorter than the cycle when the effect switch ends after being operated once, even though the position of the effect switch image does not change.

[0388] Alternatively, the effect switch image may not be periodically changed between the initial position and the pressed position. In this case, the display area of ​​the liquid crystal display can be made smaller, and instead, it is possible to display text such as "Press the PUSH button" to instruct the player to press the effect switch.

[0389] When a performance switch image for operating the performance switch is displayed on the liquid crystal display and the performance switch is operated, the performance switch image is erased without any effects. In other words, when the performance switch is operated while the performance switch image is displayed, the performance switch image is immediately erased and the performance based on the pressing of the performance switch is immediately executed. In this case, the performance switch image may be erased in a drawing process executed immediately after the performance switch operation is accepted, or the performance switch image may be erased in a drawing process executed a predetermined period after the performance switch operation is accepted.

[0390] By configuring it in this way, it is possible to make the player interested in what result occurs when the effect switch is pressed, and it is possible to make the information on whether or not the effect switch has been pressed less noticeable.

[0391] Furthermore, even if the front panel PS2 is opened while a switch image for operating a switch for effects is displayed on the LCD, the switch image for effects continues to be displayed, and when the switch for effects is operated, the switch image for effects is erased without any effects, and the effect based on the pressing of the switch for effects is immediately executed. In this case, as described above, the switch image for effects may be erased in the drawing process immediately after the switch for effects operation is accepted, or the switch image for effects may be erased in the drawing process executed a predetermined period after the switch for effects operation is accepted.

[0392] In this way, by executing an effect based on pressing the effect switch regardless of whether the front panel PS2 is open or closed, it is possible to prevent the progress of the game from being hindered even if the front panel PS2 is unintentionally opened.

[0393] The lighting pattern of the effect switch when a switch image for operating the effect switch is displayed on the LCD screen when the front panel PS2 is open is configured to be different from the lighting pattern of the effect switch when a switch image for operating the effect switch is displayed on the LCD screen when the front panel PS2 is closed. For example, the effect switch may be lit when the front panel PS2 is closed and flashing or off when the front panel PS2 is open, or the flashing period may be faster in the closed state than in the open state, or the light may be different in color for the open and closed states. Furthermore, when the front panel PS2 is open, an image indicating that the front panel PS2 is open may be displayed in a position overlapping at least a portion of the effect switch image, as shown in FIG. 17 (note that, in order to improve the visibility of the effect switch image and the image indicating that the front panel PS2 is open, the image indicating that the front panel PS2 is open may be displayed in a position where these images do not overlap each other). Furthermore, when the front panel PS2 is open, a sound indicating that the front panel PS2 is open (for example, "The door is open") may be output. In this case, the sound effects associated with the display of the effect switch image or the sound effects associated with the effects based on the pressing of the effect switch may not be output. This allows accurate notification that the front panel PS2 is open. On the other hand, even when a sound indicating that the front panel PS2 is open is output, the sound effects associated with the display of the effect switch image or the sound effects associated with the effects based on the pressing of the effect switch may be output. This allows accurate notification that the front panel PS2 is open without impeding the progress of the game.

[0394] Furthermore, if the front panel PS2 is opened while a switch image for operating the effect switch is displayed on the LCD, an image indicating that the front panel PS2 is open may be displayed in place of the switch image for effect operation, disabling pressing of the switch for effect. When the front panel PS2 is then closed, the image indicating that the front panel PS2 is open may be erased and the switch image for effect may be displayed again. Alternatively, an image indicating that the front panel PS2 is open may be displayed superimposed on the switch image for effect operation, making the switch image invisible. When the front panel PS2 is then closed, the image indicating that the front panel PS2 is open may be erased, making the switch image for effect operation visible again. In this case, by changing the lighting state of the switch for effect before and after the opening of the front panel PS2, as described above, it is possible to accurately notify the user that the front panel PS2 is open.

[0395] Furthermore, when an effect (success effect) is executed in which a bonus is given to the player when the effect switch is operated, the effect switch image is erased without any effects, but when an effect (failure effect) is executed in which a bonus is not given to the player when the effect switch is operated, the effect switch image may be erased with effects. Note that possible effects in the case of a failure effect include an explosion of the effect switch image or maintaining the brightness of the effect switch image at its darkest state (a mode in which the brightness does not change periodically).

[0396] By configuring it in this way, it is possible to indicate to the player that a failure effect was displayed as a result of operating the effect switch, which fosters a sense of satisfaction in the player and prevents a decline in interest in subsequent games.

[0397] Furthermore, in the case where a switch image for effect is displayed when all reels (all drums) have stopped, when the start switch 12 for the next game is operated, an image based on the operation of the start switch 12 is displayed instead of the image that is displayed when the switch for effect is operated. Furthermore, when an image based on the operation of the start switch 12 is displayed, the switch image for effect is erased. In this case, the switch image for effect is erased without any effect.

[0398] By configuring it in this way, it is possible to execute an appropriate effect in response to the player's operation without interfering with the effect executed based on the operation of the start switch 12. A player who skips the effect switch image by operating the start switch 12 is likely to have known in advance that his or her expectations are low, or is not interested in the effect using the effect switch itself, and it is possible to prevent a decrease in the player's interest in the game by erasing the image without any effect.

[0399] In addition, when comparing the time from when the operation of the effect switch is accepted to when the effect switch image is erased when the effect switch image is displayed and a success effect is displayed by operating the effect switch, and the time from when the operation of the stop switch 13 is accepted to when the push order navigation image is erased when the stop switch 13 corresponding to the correct push order is operated to when a success effect is displayed when the push order navigation image is displayed, the time until the effect switch image is erased is longer.

[0400] By configuring it in this way, it is possible to change the time until the reaction effect is executed when various switches are operated, and it is possible to provide different types of entertainment by varying the time difference between the various switches and the execution of the reaction effect. For example, a push order navigation image in which a player loses their profit directly if they press the buttons in the wrong order can be more interesting for the player if the next information is displayed immediately, and by allowing a short delay between the operation of the effect switch and the effect, the player can be made to anticipate whether a success effect or a failure effect will be displayed.

[0401] If the effect switch also serves as a switch for displaying a menu screen, the effect switch lamp is configured to light up after a certain period of time (for example, T1) has elapsed after all the reels have stopped. The lighting state of the effect switch lamp at this time is different from the lighting state of the effect switch lamp when an effect is executed by operating the effect switch after all the reels have stopped.

[0402] By configuring it in this manner, it is possible to indicate, depending on the lighting state of the effect switch lamp, whether a menu screen will be displayed or whether a success or failure effect will be displayed when the effect switch is operated.

[0403] Furthermore, when a performance switch image is displayed after all reels have stopped, as shown in the middle and bottom diagrams of Figure 12, even after T1, the time when the menu screen can be displayed after all reels have stopped, has elapsed, the lighting state of the performance switch lamp is not the lighting state when the menu screen is displayed, but the lighting state corresponding to the performance switch image. Then, when the performance switch is operated after T1 has elapsed after all reels have stopped, the performance switch image is erased, a success or failure performance is executed, and the performance switch lamp remains off. And, even after T1 has elapsed since the performance switch operation was accepted, the performance switch lamp remains off, and the menu screen is not displayed even when the performance switch is operated. Furthermore, even after T2, the time when the demo screen is displayed after all reels have stopped, the demo screen is not displayed, the volume is reduced, and the performance switch lamp remains off. In this case, depending on whether the settlement process is executed by accepting the operation of the settlement switch or whether the game continues until the end of the next game (after the end of a game in which the effect switch image is not displayed), the menu screen can be displayed after T1 has elapsed after all the reels have stopped, and the demo screen can be displayed after T2 has elapsed after all the reels have stopped.

[0404] By configuring it in this way, in a game in which a presentation switch image is displayed, the player does not need to worry about whether the menu screen or the success or failure presentation will be displayed by operating the presentation switch, and it is possible to prevent a decline in interest in the game. Note that the system may be configured so that the menu screen cannot be displayed even when the settlement process is executed, in which case it is possible to maintain a sense of anticipation until a so-called revival presentation in which a failure presentation is displayed in the game but a success presentation is displayed in the next game is executed.

[0405] In addition, when the effect switch lamp is lit in a manner that allows the menu screen to be displayed, the effect switch image is not displayed on the LCD. In other words, whether or not the menu screen is displayed can be confirmed only by the lighting state of the effect switch lamp.

[0406] By configuring it in this way, the notification of the menu screen display status, which is not directly related to the progress of the game, can be done only by the lighting state of the effect switch lamp, so it is possible to reduce the possibility of creating anticipation for operating the effect switch compared to if the effect switch image were displayed on an LCD screen, and it is also possible to prevent the player's interest in the game from being reduced by the menu screen being displayed even though he or she operated the effect switch with anticipation.

[0407] In addition, on the demo screen, which allows the player to easily recognize that the game is not in progress, the effect switch image may be displayed in a different position and in a smaller size than the effect switch image displayed in the push button effect. In this case, the player is less likely to confuse it with the push button effect, and it is possible to effectively display the menu screen to the player. This is based on the fact that the menu screen is most often displayed when the game starts, and at this time, there is a high possibility that the demo screen is being displayed because no game is being played.

[0408] The display position of the effect switch image is such that during a push button effect, the effect switch image is displayed in the center of the LCD, and during a demo screen, it is displayed at the edge of the LCD (for example, as shown in FIG. 18, at a less conspicuous position such as the bottom of the LCD or the bottom left of the LCD). Also, as described above, the effect switch image during the demo screen is displayed in a smaller size than the effect switch image during the push button effect. In other words, the effect switch image during the demo screen and the effect image during the push button effect are different in at least one of their display area and size. Furthermore, it is preferable that the display mode of the effect switch image during the push button effect and the effect switch image during the demo screen be different (for example, the effect switch image during the push effect is displayed in a flashing mode, repeatedly turning on and off at a predetermined cycle, while the effect switch image during the demo screen is displayed in a lit mode). This allows the player to intuitively distinguish between situations where the effect switch is desired to be pressed as part of an effect and situations where it is OK to press the effect switch.

[0409] The effect switch image in the demo screen may be in a form that displays a caption such as "Press PUSH to display menu" as shown in FIG.

[0410] The timing for executing the push button effect is after all the reels have stopped, but it can also be after the start switch 12 is accepted. If the effect switch image is displayed after the start switch 12 is accepted, the effect switch image may be erased by the first stop operation (operation of any of the stop switches 13), or the display of the effect switch image may remain even after all the reels have stopped. If the display of the effect switch image remains after all the reels have stopped, the valid period for operation of the effect switch is also maintained, and when the effect switch is operated, a success or failure effect is executed. Note that the effect switch image will be erased even if the effect switch has not been operated because the time required to transition to the demo screen has passed, the settlement process has been executed, the bet process has been executed, or the next game has started.

[0411] Furthermore, whether or not an operation-responsive performance is executed when the performance switch is operated is determined by setting a predetermined timer value in a counter based on the receipt of a predetermined command from the main control means 100, decrementing the counter value at predetermined intervals by timer interrupt processing or the like, and enabling operation of the performance switch when the counter value reaches 0 (the operation-responsive performance is executed when the performance switch is operated). At this time, the display process for the performance switch image is also executed after a period equivalent to the predetermined timer value has elapsed since the receipt of the predetermined command, but due to delays in communication between the image control board that executes the display process and the performance control board, the performance switch may become enabled before the performance switch image is displayed. In this way, the system is configured so that a response performance can be executed even if the performance switch is operated before the performance switch image is displayed.

[0412] <<Notices applicable to display devices>> Next, we will explain the notices applicable to the assumed gaming machine. The display device 32 of the assumed slot machine PS1 (the effect display device P80 of the assumed pachinko gaming machine P) can display the following types of effects (notice types): a first effect type (e.g., step-up notice) that can display multiple display modes in stages; and a second effect type (e.g., dialogue notice) that can suggest the possibility of an advantageous state by displaying a second display mode (e.g., red dialogue) different from the first display mode (e.g., white dialogue) at a predetermined timing (e.g., at the start of the effect, one second after the start of the effect, etc.). In a first effect state (also called a normal effect state) in which the possibility of a bonus or automatic payout is low, at least the first and second effect types can be executed. However, in a second effect state (e.g., continuous effect or precursor effect) in which the possibility of a bonus or automatic payout is high, the first effect type is not executed, but the second effect type can be executed. The configurations described below can be combined as appropriate as long as there are no inhibiting factors.

[0413] [1st performance type] The first type of effect includes a notice that is displayed multiple times in stages. For example, it includes so-called step-up notices. Specific suggestion patterns can suggest a predetermined expectation level (for example, the expectation level of a small win, a premonition entry, an AT entry, a bonus win, etc.) in the order of Step 1 (white) < Step 2 (blue) < Step 3 (yellow) < Step 4 (green) < Step 5 (red), and include notices that can be displayed multiple times in one game, such as Step 1 (white) → Step 2 (blue) → Step 3 (yellow). It also includes cases where a notice pattern is displayed in stages, such as Step 1 (white) → Step 2 (blue) → Step 3 (yellow), in multiple games. In other words, because the notice of the first type of effect is displayed in stages, it takes a relatively long time for the player to recognize the display pattern that may ultimately be displayed.

[0414] [Second performance type] The second type of presentation includes a presentation in which, in one game, the presentation begins in a post-change mode (second display mode) different from the normal mode (first display mode) from the start of the presentation, or a presentation that can change from the first display mode to the second display mode only once in one game. It also includes a presentation in which a movable part moves or a preview image is displayed by operating a sub-input button (so-called button presentation). That is, it includes so-called dialogue presentations, so-called title presentations, so-called button presentations, and the display of character names and technique names in battle presentations. Specific suggestion modes include white < green < red, which can indicate a predetermined expectation level (e.g., the expectation level of a small win, a premonition entry, an AT entry, a bonus win, etc.). More specifically, the dialogue is displayed in green or red at the start of the presentation (they are displayed in green or red from the beginning in the game and do not change), and the character names and technique names in battle presentations change from white to red (they change from white to red in the game). In other words, the time required for the player to recognize the final display mode in the second presentation type, in which there is no change in color or only a change in the color of the text, is shorter than in the first presentation type, in which the preview pattern changes gradually.

[0415] [First performance state] The first performance state is a performance state in which the possibility of winning a bonus or AT is low. It is a performance state (normal performance state) that has not developed into a so-called continuous performance or a so-called premonition.

[0416] [Second performance state] The second performance state is a performance state in which the possibility of winning a bonus or AT is higher than in the first performance state. It includes so-called continuous performances and premonitions.

[0417] The first presentation state is a state in which a bonus or AT win is unlikely, and the player is mainly expecting a transition to a continuous presentation or a premonition. In other words, if the notice displayed on the display device 32 is bland, the player will get bored and will not continue playing. Therefore, in the first presentation state, multiple stages of display are required to transition to a continuous presentation or a premonition. In other words, even if the first presentation type, which takes a long time to perform as a premonition, is executed, the player will not find it particularly annoying.

[0418] On the other hand, in the second presentation state, the main purpose of the game is to show on the display device 32 consecutive presentations and signs that suggest a higher probability of winning a bonus or AT than in the first presentation state, and it is best to avoid relatively time-consuming notifications that interrupt the display of consecutive presentations and signs. Also, when a notification is made in the second presentation state in which a bonus or AT win is expected, the player strongly desires to be notified that the bonus or AT has been won. In other words, as a notification that can be executed in the second presentation state, the first presentation type, which requires a relatively long time for the player to grasp the content of the notification (expectation level, etc.), is not appropriate, and the second presentation type, which requires a relatively short time for the player to grasp the content of the notification (expectation level, etc.), is more appropriate.

[0419] (Step-up notice in the first performance state) Next, we will explain the step-up notice, which is a notice of the first effect type that can be executed in the first effect state, using Figure 14. Note that t1 to t7 will be explained below along the time course, but it should be noted that these are t1 to t7 in Figure 14 and are independent of the same symbols in other drawings.

[0420] First, at t1, the start lever 12 (hereinafter sometimes simply referred to as the "start lever") is operated. Next, at t2, Step Up 1 (character A) begins to be displayed. At this timing, the player can understand that the Step Up notice has begun to be displayed. However, the player cannot know whether or not a chance of a win will occur after this, that is, whether or not Step Up 2 or later will be displayed.

[0421] Next, at t3, Step Up 2 (character B) begins to be displayed. At this point, the player can understand that the Step Up notice has increased the chances. However, the player cannot yet know to what stage the chances will ultimately increase.

[0422] Next, at t4, Step Up 3 (character C) starts to be displayed. Even here, it is still not clear to what stage the chances will ultimately be raised.

[0423] Next, at t5, the step-up notice ends with step-up 3. Here, the player can grasp the final display mode of the step-up notice.

[0424] Thereafter, the first stop button is operated at t6, the second stop button is operated at t7, the third stop button is operated at t8, and the game ends at t9.

[0425] In this way, in the step-up notice, which is the first effect type in the first effect state, a period from t2 to t5 is required to grasp the final display mode of the step-up notice. Also, it is configured so that the period in which the display mode is in the chance-up display mode ends before the first stop button is operated.

[0426] The period from the start of a game by turning on the lever until the start of the step-up notice (period T1 from t1 to t2 in FIG. 14, approximately 1 second) may be longer than the period required for the step-up notice to increase the chance by one step (period T2 from t2 to t3 in FIG. 14, approximately 0.5 seconds), and the period from the start of a game by turning on the lever until the step-up notice starts (the above period T1, approximately 1 second) may be shorter than the period required for the step-up notice to increase the chance by one step (the above period T2, approximately 1.2 seconds). Note that FIG. 14 shows a schematic example of the latter.

[0427] (Line preview in the first performance state) Next, a dialogue preview, which is a preview of the second type of performance that can be executed in the first performance state, will be explained using Figure 15. Note that t1 to t8 will be explained below along the time course, but it should be noted that these are t1 to t8 in Figure 15 and are independent of the same symbols in other drawings.

[0428] First, at t1, the start lever is operated. Next, at t2, the line preview begins with the green text "It's your chance." From this timing, the player can understand that the line preview is a display mode for Chance Up and the final display mode of the line preview. Since it takes some time to actually understand that it is a display mode for Chance Up, the period T2 from t2 to t3 in Figure 15 can be said to be the period required to understand the final display mode of the line preview.

[0429] Thereafter, the first stop button is operated at t4, the second stop button is operated at t5, the third stop button is operated at t6, and the game ends at t7.

[0430] Next, when a bet operation for the next game is performed at t8, the display of the line preview ends.

[0431] Thus, in the dialogue preview, which is the second effect type in the first effect state, it takes a period T2 from t2 to t3 in Figure 15 to grasp the final display mode of the dialogue preview. Also, when the third stop button is operated to end the game, the indication of the chance up of that game is no longer meaningful, but the chance up display mode is configured to continue to be displayed until a bet operation is performed for the next game. This makes it possible to end the chance up of the previous game in the bet process, which performs a process to initialize the effects of the previous game, and eliminates the process of erasing the chance up in the game end process after the third stop, thereby reducing the burden on the control process.

[0432] In addition, the line preview may start with the white text "It's your chance" (first display mode) at t2, and then change to the red text "It's your chance" (second display mode) at any timing between t3 and before t8 (the first display mode may change to the second display mode during the game). In this case, the period from lever-on to the start of the line preview (period T3 from t1 to t2 in FIG. 15) is shorter than the period required for the line preview to change from the first display mode to the second display mode (period TA from t3 to any of the periods between t4 and t8 in FIG. 15).

[0433] (Line preview in a certain second performance state) Next, a line preview, which is a preview of a second performance type that can be executed in a certain continuous performance (a certain second performance state), will be explained using Figure 16. Note that t1 to t14 will be explained below along the time course, but it should be noted that these are t1 to t14 in Figure 16 and are independent of the same symbols in other drawings.

[0434] First, at t1, the start lever is operated, and the first game of the continuous performance begins. Next, at t2, the line preview begins with the green word "Hot." From this timing, the player can understand that the line preview is a display mode for Chance Up and the final display mode of the line preview. Since it takes some time to actually understand that it is a display mode for Chance Up, in the line preview in the second performance state, the period T2 from t2 to t3 in FIG. 16 can be said to be the period required to understand the final display mode.

[0435] Thereafter, the first stop button is operated at t4, the second stop button at t5, the third stop button at t6, and the game ends at t7 (i.e., the payout process is completed and the next game can be started).

[0436] Next, when a bet operation for the next game (the second game in the continuous performance) is performed at t8, the display of the line preview ends.

[0437] Thus, in the dialogue preview, which is the second effect type in the second effect state, it takes a period from t2 to t3 to grasp the final display mode of the dialogue preview. Also, when the third stop button is operated to end the game, the indication of the chance up of that game is no longer meaningful, but the chance up display mode is configured to continue to be displayed until a bet operation is performed for the next game. This allows the chance up of the previous game to be ended in the bet process, which performs a process to initialize the effects of the previous game, and eliminates the process of erasing the chance up in the game end process after the third stop, thereby reducing the burden on the control process.

[0438] In the second game of a continuous performance, no dialogue preview is displayed after operating the start lever.

[0439] Next, at t9, the first stop button is operated, at t10 the second stop button is operated, and at t11 ​​the third stop button is operated, and at t12 the dialogue preview begins with the word "Hot" in green.

[0440] Next, at t13, the game ends. Next, when a bet operation for the next game is performed at t14, the display of the line preview ends.

[0441] In this way, the display timing of the second effect type is set to be different between the first game and the second game of the continuous effects, but it may be set to be displayed at the same timing.

[0442] Next, we will list configurations that can be applied to the gaming machine. Each of the configurations listed below is merely an example, and the present invention is not limited to the configurations listed below. Furthermore, we would like to add that the configurations listed below can be combined as appropriate, as long as there is no contradiction in combining them. (Configuration 1) In a first performance state, both the first performance type and the second performance type can be executed, and in a second performance state, the first performance type is not executed, but the second performance type can be executed.

[0443] By configuring it in this way, during continuous performance, only the notice that allows the player to instantly determine whether there is an increase in chance is generated, and an appropriate notice that suits the performance state can be executed so that the player can concentrate on the continuous performance.

[0444] Furthermore, the number of types of notices that can be executed in a certain second performance state may be multiple, or may be only one.

[0445] For example, in a certain continuous performance, a title preview and a dialogue preview may be executed.

[0446] Even if multiple types of second effects are executed, the player can quickly understand the contents of each preview, so it does not feel bothersome. For example, a character name may be displayed (with a color indicating the degree of expectation) at the start of a certain series of effects (battle effects), and a line preview may be executed in the middle of a certain series of effects.

[0447] Furthermore, by making it possible for only a specific notice (for example, one type of notice) to occur in a certain series of performances, the series of performances and the notices that will occur become clear, and even if a player focuses on both the series of performances and the notices, they can easily grasp the pattern that indicates a bonus or AT win.

[0448] (Configuration 1-1) Furthermore, there are multiple types of second notices that can be executed in a certain second performance state, It is configured so that multiple types of second notices can be executed in one second performance state, Only one type of second notice can be executed in one game.

[0449] Specifically, it is configured so that multiple types of second notices (e.g., dialogue notice, title notice) can be executed in one continuous performance, and furthermore, it is configured so that one type of second notice (e.g., title notice in the first game, dialogue notice in the second game) can be executed in one play.

[0450] In this way, during a certain continuous performance (a certain second performance state), only one type of notice is executed per game, which prevents the notice display from becoming complicated and making it difficult to grasp the degree of expectation.

[0451] (Configuration 1-2) Furthermore, when there are multiple types of notices that can be executed in a certain second performance state, there are notices that do not require a sub-button operation by the player and button notices that require a button operation by the player. It may be configured to have. In addition, since the second presentation state is a state in which a bonus or AT win is closer (a state in which it is more likely) than the first presentation state, the player is more motivated to operate the sub-button. Therefore, in the second presentation state, it is possible to increase the rate at which a button preview requiring the operation of a sub-button occurs compared to a preview that does not require the operation of a sub-button.

[0452] (Configuration 1-3) It may be configured so that the first performance type is not executed in all second performance states, and only the second performance type is executed.

[0453] By configuring in this way, only the second performance in which the contents of the notice can be grasped in a short time is executed in all second performance states, so that the notice executed in the second performance state as a whole does not feel bothersome.

[0454] When the line preview is provided as the second effect type described above, the line preview when the second effect state is a continuous battle effect in which an ally character and an enemy character face off can be configured as follows: 1. Only the lines of the ally character can be displayed in the second display mode. In this case, you only need to pay attention to the lines of the friendly characters, so it is easy to understand the chances of increasing. 2. Only the lines of the enemy characters can be displayed in the second mode. In this case, you only need to pay attention to the enemy character's lines, making it easier to understand the chances of an increase. 3. The lines of both the ally character and the enemy character can be displayed in the second display mode. In this case, there will be more opportunities for the chance up to be displayed, which can create a greater sense of anticipation for the player.

[0455] (Configuration 2) The number of characters used in one preview of the first performance type that can be executed in the first performance state and one preview of the second performance type that can be executed in the second performance state are configured to be different.

[0456] For example, if one preview of the first performance type in the first performance state is a step-up preview, and one preview of the second performance type that can be executed in the second performance state is a dialogue preview, the number of characters used for each is configured to be different.

[0457] In the step-up preview shown in Figure 14, which is the first preview of the first performance type in the first performance state, five types of characters are used: character A (step 1), character B (step 2), character C (step 3), character D (step 4), and character (step 5).

[0458] In the line preview, which is one preview of the second effect type in a certain second effect state (for example, continuous battle effect) shown in FIG. 15, three types of characters, character A, character B, and character F, can be used.

[0459] In this way, in the first preview of the first performance in the first performance state, by increasing the number of characters, there is a lot of preview variation to prevent the player from getting bored, and in the first preview of the second performance in a certain second performance state, only characters related to a certain second performance state (e.g., a continuous battle performance currently being executed) are included, making it easier for the player to understand the flow of the second performance state.

[0460] In addition, since the first presentation state is the state in which the player spends most of their time playing, the frequency of the step-up notice, which is a notice of the first presentation in the first presentation state, is higher than the line notice, which is a notice of the second presentation in a certain second presentation state. Therefore, the more frequently the notice occurs, the more characters are used, resulting in a richer notice variation.

[0461] The number of characters is A step-up notice, which is a notice of one of the first effects in a first effect state, may be a line notice, which is a notice of one of the second effects in a second effect state, or A step-up preview, which is a preview of one of the first effects in a first effect state, may be equal to a line preview, which is a preview of one of the second effects in a second effect state.

[0462] (Configuration 3) The number of characters used in the preview of one of the second performance types that can be executed in the first performance state is configured to be different from the number of characters used in the preview of one of the second performance types that can be executed in the second performance state.

[0463] For example, if one preview of the second performance type in the first performance state is a dialogue preview, and one preview of the second performance type that can be executed in the second performance state is also a dialogue preview, the number of characters used for each is configured to be different.

[0464] In the dialogue preview, which is one preview of the second performance type in the first performance state shown in FIG. 15, five types of characters, namely, character A, character B, character C, character D, and character E, are used.

[0465] In a certain second performance state (for example, a continuous battle performance), three types of characters, namely, character A, character B, and character F, are used in a line preview, which is one of the previews of the second performance type.

[0466] In this way, in the first preview of the second performance in the first performance state, by increasing the number of characters, there is a lot of preview variation to prevent the player from getting bored, and in the first preview of the second performance in a certain second performance state, only characters related to a certain second performance state (e.g., a continuous battle performance currently being executed) are included, making it easier for the player to understand the flow of the second performance state.

[0467] In addition, since the first presentation state is the state in which the player spends most of their time playing, the frequency of the line preview, which is a preview of the second presentation in the first presentation state, is higher than that of the line preview, which is a preview of the second presentation in a certain second presentation state. Therefore, the more frequently the preview occurs, the more characters are used, thereby providing a wide variety of preview variations.

[0468] The number of characters is A line preview that is a preview of one of the first effects in a first effect state may be a line preview that is a preview of one of the second effects in a second effect state, or A line preview that is a preview of one of the first effects in a first effect state may be equal to a line preview that is a preview of one of the second effects in a second effect state.

[0469] In addition, the number of characters used in the step-up preview, which is a preview of the first performance in the first performance state, the dialogue preview, which is a preview of the first performance in the first performance state, and the dialogue preview, which is a preview of the second performance in a second performance state, may have the following correspondence relationship. 1. Step-up preview, which is a preview of the first performance in the first performance state > Dialogue preview, which is a preview of the first performance in the first performance state > Dialogue preview, which is a preview of the second performance in a second performance state 2. A line preview that is a preview of the first performance in the first performance state > A step-up preview that is a preview of the first performance in the first performance state > A line preview that is a preview of the second performance in a second performance state

[0470] In either case, the one with a higher frequency of occurrence of the notice has a larger number of characters.

[0471] (Configuration 4) The same character is used to preview one of the first types of performance that can be performed in a first performance state, and to preview one of the second types of performance that can be performed in a second performance state.

[0472] The character used in the line preview, which is a preview of the first performance in the first performance state, and the line preview, which is a preview of the second performance in a second performance state, is a main character.

[0473] In this way, developers design the game to display many main characters to make it easier to understand the story, and players can easily understand the main characters and their relationships based on how frequently the characters are displayed.

[0474] Therefore, the main characters are characters that are displayed for a long time (for example, continuous effects are likely to continue), are displayed frequently, and are highly anticipated.

[0475] However, since a high display frequency and a high expectation level are contradictory, for example, in the step-up preview or dialogue preview in the first performance state, which has a high preview frequency, it is appropriate to set the frequency of the main character to Step 1, etc. so that it is high, and in the second performance state, to use the main character as a character with a high expectation level.

[0476] Other characters may be main characters but rare characters, with short display times, low display frequency, and high expectations. For example, the character's appearance in the dialogue preview in the first presentation state or the dialogue preview in the second presentation state suggests a high expectation of a bonus or AT win.

[0477] By configuring in this way, it is possible to increase the opportunities for the main characters to be displayed, and furthermore, it becomes easier for the player to grasp the expected degree of each character.

[0478] The character used in common for the preview of one of the first performance types that can be executed in the first performance state and the character used in the preview of one of the second performance types that can be executed in a certain second performance state does not have to be a main character. For example, it may be a rare character (high expectation) that is not a main character.

[0479] (Configuration 5) The voice of the character is output in a preview (e.g., a step-up preview) of one of the first performance types that can be executed in the first performance state, The system is configured so that the voice of the character can also be output in a preview (for example, a dialogue preview) of one of the second performance types that can be executed in the first performance state.

[0480] (Configuration 5-1) On the other hand, In one preview (for example, a dialogue preview) of the second performance types that can be executed in the second performance state, the voice of the character is not output.

[0481] By configuring it in this way, in the first presentation state, the character's voice is output, making it easier to pay attention to the character's lines, while in the second presentation state, background music for continuous presentations, etc. is output, creating a sense of anticipation that a continuous presentation is in progress, so it is possible to prevent too much attention from being drawn to the character's voice.

[0482] (Configuration 5 change example) The system is configured so that the voice of the character cannot be output in a preview (e.g., a step-up preview) of one of the first performance types that can be executed in the first performance state, The system is configured so that the voice of the character cannot be output even in a preview (for example, a dialogue preview) of one of the second performance types that can be executed in the first performance state.

[0483] In this way, by configuring the first performance state so that the character's voice is not output, for example, when a step-up preview or a dialogue preview is configured to be executed in overlap with other previews, the step-up preview or the dialogue preview will not drown out the voice (sound effects) from the other previews.

[0484] (Configuration 6) A notice of one of the second performance types that can be executed in a certain second performance state is configured not to overlap with the volume adjustment display, In a certain second presentation state, the volume can be adjusted both when the game is stopped and when the game is in progress, and even when the volume adjustment display is displayed, the brightness of the presentation display indicating the certain second presentation state does not decrease.

[0485] Specifically, if the device is configured so that the player can adjust the volume or light intensity by operating the sub-buttons, directional buttons, etc., when the volume or light intensity is adjusted, a volume adjustment display showing the set volume status or a light intensity adjustment display showing the light intensity status will be displayed on the display device 32.

[0486] In other words, the configuration allows volume adjustment even in the second performance state, and when a dialogue preview, which is the second performance type, is displayed in a certain second performance state (a certain continuous performance), it is displayed so as not to overlap with the volume adjustment display.

[0487] This allows the player to clearly see both the dialogue preview and the volume adjustment display.

[0488] Furthermore, in a certain second presentation state (certain continuous presentation), volume adjustment is possible both when gameplay is stopped (reels are stopped) and when gameplay is in progress (reels are spinning), but even when the volume adjustment display is displayed, the brightness of the presentation display (background image) in a certain second presentation state (certain continuous presentation) does not decrease, so the image (movie) of the certain continuous presentation remains easy to see.

[0489] (Configuration 6 Change Example 1) A notice of one of the second performance types that can be executed in a certain second performance state is configured to overlap with the volume adjustment display, In a certain second presentation state, the volume can be adjusted both when the game is stopped and when the game is in progress, and even when the volume adjustment display is displayed, the brightness of the display screen in the certain second presentation state does not decrease.

[0490] In other words, the volume can be adjusted even in the second performance state, and when a dialogue preview, which is the second performance type, is displayed in a certain second performance state (a certain continuous performance), it is displayed so as to overlap with the volume adjustment display.

[0491] However, in a certain second presentation state (certain continuous presentation), the volume can be adjusted both when the game is stopped (when the reels are stopped) and when the game is in progress (when the reels are spinning), and even when the volume adjustment display is displayed, the brightness of the display screen (background image) in a certain second presentation state (certain continuous presentation) does not decrease, so the image (movie) of the certain continuous presentation remains easy to see.

[0492] In addition, in either case, when a dialogue preview is displayed while the volume adjustment display is displayed, or when a dialogue preview is displayed while the volume adjustment display is displayed, the volume adjustment display is displayed closer to the front than the dialogue preview.

[0493] (Configuration 6-1) Volume or light adjustment is possible both while the game is stopped and while the game is in progress. The display position of the volume adjustment display or light intensity adjustment display does not change whether the volume adjustment or light intensity adjustment operation is performed while the game is stopped or during the game.

[0494] In the normal game state, volume adjustment or light intensity adjustment is possible whether the game is stopped or in progress, and the display position of the volume adjustment display or light intensity adjustment display displayed on the display device 32 may be configured not to change.

[0495] In addition, during a bonus or AT, volume or light intensity adjustment is possible both when the game is stopped and during play, just like in normal gameplay, and the volume adjustment display or light intensity adjustment display may not change.

[0496] Furthermore, the volume adjustment display or light intensity adjustment display may be different between the normal game state and during a bonus or AT.

[0497] (Configuration 7) The third effect (effect by operating the sub-input button) can be achieved by operating the operating member by the player. In the third performance that can be executed in the first performance state (for example, a normal performance state), when the operating member is operated, the performance is executed in a predetermined execution mode among a plurality of execution modes that indicate a predetermined expectation level (for example, a small role expectation level, a premonition entry expectation level), at a high rate. In the third presentation that can be executed in the second presentation state (for example, continuous presentation), when the operating member is operated, there is a high probability that a notification will be given as to whether or not a special game (for example, bonus, AT) will occur.

[0498] In other words, in the button effects in the normal effect state, patterns showing the expected probability of entering a winning combination or a premonition in the game are likely to be executed, and patterns showing that a bonus or AT has been won are unlikely to be executed. On the other hand, in the button effects during the continuous effect, patterns showing that a bonus or AT has been won are likely to be executed, and patterns showing that a winning combination or a premonition in the game are unlikely to be executed.

[0499] In this way, the proportion of the content suggest...

Claims

[Claim 1] A stop switch is provided, Has a max bet switch, It has one bet switch, It has an adjustment switch, Max bet switch lamp, When a predetermined lottery result is achieved, if the stop switch is operated in a predetermined operation mode, a predetermined symbol combination may or may not be displayed; When a predetermined lottery result is achieved, if the stop switch is operated in a specific manner, the predetermined symbol combination cannot be displayed. When a specific lottery result is achieved, a specific symbol combination may or may not be displayed depending on the operation mode of the stop switch. When a specific lottery result is obtained and a specific symbol combination is displayed, a specific number of gaming media can be awarded. In the first gaming state, when a predetermined lottery result is achieved, if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is displayed, the second gaming state can be started; In the first gaming state, when a predetermined lottery result is achieved, if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is not displayed, the second gaming state is not started, In the first gaming state, when a predetermined lottery result is achieved, if the stop switch is operated in a specific operating manner and a predetermined symbol combination is not displayed, the second gaming state is not started, When a predetermined lottery result is achieved, even if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is displayed, the operation probability of the condition device related to replay does not change, When a predetermined lottery result is achieved, even if the stop switch is operated in a predetermined operating manner and a predetermined symbol combination is displayed, the probability of operation of the condition device related to the winning does not change, When a predetermined lottery result is reached, the stop switch is operated in a predetermined manner, and even if a predetermined symbol combination is not displayed, the predetermined lottery result is not carried over to the next game or later, When a predetermined lottery result is obtained in the first game state, the stop switch is operated in a predetermined operation manner, and a game after the predetermined symbol combination is not displayed is compared with a game in the second game state, and the game in the second game state has a higher rate of announcing an operation manner that can display a specific symbol combination, In a predetermined situation, a power outage occurs, the max bet switch is pressed when there is no power supply, and the power is turned on when the max bet switch is pressed. If the max bet switch continues to be pressed after the power is turned on, the bet process based on the pressing of the max bet switch will not be executed, but if the 1 bet switch is pressed in this situation, the bet process based on the pressing of the 1 bet switch can be executed. In a predetermined situation, a power outage occurs, the 1 bet switch is pressed when there is no power supply, and the power is turned on when the 1 bet switch is pressed. If the 1 bet switch continues to be pressed after the power is turned on, the bet process based on the pressing of the 1 bet switch will not be executed, but if the max bet switch is pressed in this situation, the bet process based on the pressing of the max bet switch can be executed. In the first situation, a power outage occurs, the settlement switch is pressed when there is no power supply, and the power is turned on when the settlement switch is pressed. In the second situation, the settlement switch continues to be pressed after the power is turned on, and the settlement process is not executed, but the max bet switch lamp is lit. When the max bet switch is pressed in the second situation, the bet process can be executed. Gaming machine.

Citation Information

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