gaming machines
The gaming machine enhances lighting effects through a combination of permeable and reflecting components to create dynamic lighting, addressing the lack of distinctive lighting in conventional machines.
Patent Information
- Application Number
- JP2025095552
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-06-09
- Publication Date
- 2025-11-11
- Estimated Expiration
- 2043-12-26
AI Technical Summary
Conventional gaming machines lack distinctive lighting effects.
The gaming machine incorporates a first and second cover portion with permeable sections, reflecting portions, and a light-emitting means to create dynamic lighting effects by directing and reflecting light through these components.
The solution provides a gaming machine with enhanced and distinctive lighting effects.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]
[0002] Conventionally, slot machines and pachinko machines are known as gaming machines. A slot machine uses a predetermined number of gaming media, and when a start lever is operated, a lottery is held to determine an internal winning combination from among a plurality of combinations, and the slot machine spins a plurality of reels, stops the reels based on the determined internal winning combination and the operation result of a stop button, and awards a profit according to the combination determined to be a winning combination based on the state of the stopped reels (for example, Patent Document 1).
[0003] In addition, pachinko machines generally have obstacles in the playing area of the game board that change the direction in which the game ball falls, as well as prize holes, starting holes, variable prize holes, etc. If a game ball enters these holes, the player is given a special benefit, such as the payout of a prize ball.
[0004] Some of these gaming machines have lighting effects. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-296354 Summary of the Invention [Problem to be solved by the invention]
[0006] However, there is room for improvement in the lighting effects of conventional gaming machines.
[0007] In view of the above circumstances, the present invention aims to provide a gaming machine with distinctive lighting effects. [Means for solving the problem]
[0008] The gaming machine according to the present invention comprises: a first cover portion including at least a permeable portion having permeability; a second cover portion including at least a permeable portion having permeability; a first reflecting portion including at least a reflecting portion capable of reflecting light; a second reflecting portion including at least a reflecting portion capable of reflecting light; a light emitting means covered by the first cover portion; A gaming machine equipped with The light from the light emitting means is directed at least toward the player by the first cover portion, The light from the light emitting means is configured to be directed toward at least the first reflecting portion by the first cover portion, the first cover portion has a lens cut portion, At least a first portion of the lens cut portion is configured to be reflected by the first reflecting portion, When the light emitting means is turned on, at least the second portion of the lens cut portion is reflected by the second reflecting portion, When the light emitting means is turned off, at least the second portion of the lens cut portion is reflected by the second reflecting portion. And, the first cover portion is covered by the second cover portion, the first reflecting portion is not covered by the second cover portion, the second reflecting portion is not covered by the second cover portion, the second cover portion is present between the first portion and the first reflecting portion, The second cover portion is also present between the second portion and the second reflecting portion. It is characterized by: [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a gaming machine with distinctive lighting effects. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 2] FIG. 10 is a diagram showing an example of a winning line. [Figure 3] FIG. 2 is a circuit block diagram of a control unit. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel in a planar view. [Figure 5] 10 is a diagram showing the types of winning combinations (including activated combinations), the symbol combinations corresponding to each winning combination, and the payouts for each winning combination. [Figure 6] 1 is a transition diagram of the game state (RT) of the slot machine 100. FIG. [Figure 7] FIG. 1 is a diagram showing the transition of game states regarding advantageous and non-advantageous zones of the slot machine 100. [Figure 8] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 9] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 10] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 11] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 12] 10A and 10B are diagrams showing examples of notifications in chronological order when a first operation instruction notification is made in a certain game. [Figure 13] 10A and 10B are diagrams showing examples of notifications in chronological order when a second operation instruction notification is made in a certain game. [Figure 14] (a) is a front view of the slot machine 100 in a state where the setting key is turned from OFF to ON when the power is OFF, (b) is a front view showing an example where a first notification is executed in a first state, and (c) is a front view showing an example where a second notification is executed in a second state. [Figure 15] 1A is a diagram showing a time series of Example 1 of a setting change operation, and FIG. 1B is a diagram showing a time series of Example 2 of a setting change operation. [Figure 16] 10A is a diagram showing a time series of Example 3 of the setting change operation, and FIG. 10B is a diagram showing a time series of Example 4 of the setting change operation. [Figure 17] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 18] FIG. 10 is a diagram illustrating an example of a line. [Figure 19] FIG. 1 is a diagram showing the internal configuration of a slot machine 100. [Figure 20] FIG. 2 is a perspective view showing the configuration of a reel unit 700. [Figure 21] 7A is a perspective view showing the structure of a backlight module 740, and FIG. 7B is a front view of the backlight module 740. FIG. [Figure 22] FIG. 20 is a diagram showing a first selection switch 190 and the like shown in FIG. [Figure 23] 10 is a diagram showing an example of selection of a setting value using a first selection switch 190 and a second selection switch 194. FIG. [Figure 24] 1 is a circuit block diagram of a control unit. [Figure 25] 10A and 10B are diagrams illustrating examples of connections between each board and each unit. [Figure 26] This is a diagram showing the state in which the front door 102 of the slot machine 100 in a power-off state is opened and the left reel 110 is being manually spun. [Figure 27] 19. (a) is a perspective view of the hopper unit 180 shown in FIG. 19 seen obliquely from above, and (b) is a view showing how the hopper disk 182 is being manually rotated. [Figure 28]26 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 25 and the hopper unit 180 and reel unit 700 also shown in FIG. [Figure 29] (a) is a diagram showing the internal configuration of the slot machine of the second embodiment, (b) is a side view showing the field of view of a person H1 in a standing position, and (c) is a side view showing the field of view of a person H2 in a sitting position. [Figure 30] FIG. 10 is a plan view showing the inside of a slot machine according to a second embodiment. [Figure 31] 26 is a diagram showing a modified example of the connection example between each board and each unit shown in FIG. 25. FIG. [Figure 32] FIG. 10 is a diagram showing a specific example of a protection circuit provided between the reel motor driving IC 322i and the 24V power supply line. [Figure 33] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 34] FIG. 10 is a diagram illustrating an example of a line. [Figure 35] FIG. 1 is a diagram showing the internal configuration of a slot machine 100. [Figure 36] FIG. 10 is a diagram for explaining the medal selector 170. [Figure 37] (a) is a table showing the display order of the setting values displayed on the setting value display 293, (b) is a table summarizing the performance differences for each setting value, and (c) to (f) are figures showing examples of setting-related notifications (setting suggestion notifications, setting confirmation notifications). [Figure 38] FIG. 2 is a circuit block diagram of a control unit. [Figure 39] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 40] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 41] 40 is a flowchart showing the flow of the main control unit initial setting process (step S101) in FIG. [Figure 42] 42 is a flowchart showing the process of changing settings (step S1013) in FIG. 41. [Figure 43] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 44] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 45] 10 is a table summarizing the procedure for setting to setting b by changing the setting and the states of the related components. [Figure 46] 46 is a diagram showing a schematic view of the state of the components at each stage from (A) to (S) in FIG. 45. FIG. [Figure 47] (a) is a table summarizing the state of the related components when the front door 102 is repeatedly opened and closed with the setting value set to setting b, and (b) is a table summarizing the state of the related components when the settlement operation is performed immediately after the third stop with the setting value set to setting b. [Figure 48] 48A to 48C are diagrams showing the components in each stage of FIG. 47. [Figure 49] (a) is a table summarizing the state of the relevant components when checking the settings with the default setting of Setting 1, and (b) is a table summarizing the state of the relevant components when checking the settings in power saving mode with Setting 1. [Figure 50] 49A to 49C are diagrams each showing the state of the components in each stage of FIG. 49. [Figure 51] (a) is a table summarizing the state of the related components when checking the settings with setting b set, and (b) is a table summarizing the state of the related components when checking the settings in power saving mode with setting b set. [Figure 52] 52 is a diagram showing the state of the components in each stage of FIG. 51. FIG. [Figure 53] (a) is a diagram for explaining the transition of the game state in the slot machine in this modified example, (b) is a diagram for explaining some of the roles that are the subject of the role lottery in RT1 and the high and low probability of winning, and (c) is a diagram for explaining some of the roles that are the subject of the role lottery in RT2 and the high and low probability of winning. [Figure 54] FIG. 10 is a diagram showing an example of payout rates for RT1 and RT2. [Figure 55] 10 is a table summarizing the states of the relevant components when the first sound is output when the front door 102 is closed after the setting has been changed. [Figure 56] This is a table summarizing the states of the relevant components when the reels are rotated before closing the front door 102 after changing the settings, and the first sound is output when the front door 102 is closed while the reels are rotating. [Figure 57] This is a table summarizing the states of the relevant components when the reels are rotated before the front door 102 is closed after a setting change, a power outage occurs while the reels are rotating, and the front door 102 is closed while the reels are rotating after the power is restored. [Figure 58] This is a table summarizing the states of the relevant components when the front door 102 is closed while the inserted medals are being settled and dispensed before the front door 102 is closed after the settings are changed. [Figure 59] This table summarizes the status of the relevant components when a power outage occurs and is restored while the inserted medals are being settled and dispensed before the front door 102 is closed after a setting change, and the front door 102 is closed during the dispensing process after the power is restored. [Figure 60] 10 is a table summarizing the states of the relevant components when the front door 102 is closed during setting confirmation after a setting change. [Figure 61] This is a table summarizing the states of the relevant components when the front door 102 is closed after the setting is changed and the game state is transitioned to the second game state. [Figure 62]This table summarizes the status of the relevant components when the setting key switch 281 is turned on after one setting confirmation has been performed and the inserted medals are settled after the front door 102 is in a pseudo-closed state. [Figure 63] This is a table summarizing the states of the relevant components when a setting check is performed once, the setting key switch 281 is turned on with the front door 102 in a pseudo-closed state, and one game is played. [Figure 64] 10 is a table summarizing the states of the relevant components when the setting value display 293 displays a setting value even when the setting key switch 281 is in the OFF state. [Figure 65] This table summarizes the state of the relevant components when the setting is confirmed once, a medal is inserted with the front door 102 in a pseudo-closed state, the setting key switch 281 is turned on, and the inserted medal is settled. [Figure 66] This is a table summarizing the states of the relevant components when the setting is confirmed once, a medal is inserted with the front door 102 in a pseudo-closed state, the setting key switch 281 is turned on, and play is performed. [Figure 67] 1 is a rear view of a pachinko machine to which the present invention can be applied; [Figure 68] FIG. 1 is a perspective view of the appearance of the slot machine 100 and the lending machine 700 as seen from the front side (player side). [Figure 69] FIG. 2 is a circuit block diagram of a control unit. [Figure 70] 10A and 10B are diagrams illustrating examples of connections between each board and each unit. [Figure 71] 71 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 70 and the reel unit 109 also shown in FIG. [Figure 72] FIG. 69 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. 68. [Figure 73] This is a table summarizing gaming machine status information, gaming machine performance information, and gaming machine installation information. [Figure 74]10 is a diagram showing a communication sequence when a game control state command is sent from the game control unit 302 to the medal count control unit 350. FIG. [Figure 75] A diagram showing details of communication between the medal count control unit 350 and the lending machine 700. [Figure 76] (a) is a diagram showing details of the hall control and fraud monitoring information, and (b) is a list of error codes. [Figure 77] 10 is a table showing game control state commands. [Figure 78] 10 is a table showing medal count control state commands. [Figure 79] 10 is a diagram showing a communication sequence when a game control priority command is sent from the game control unit 302 to the medal count control unit 350. FIG. [Figure 80] 10A is a diagram showing details of the game control priority command, and FIG. 10B is a diagram showing details of the response command returned from the medal count control unit 350 to the game control unit 302. FIG. [Figure 81] 10 is a diagram showing a communication sequence when a game control priority command 2 is transmitted from the game control unit 302 to the medal count control unit 350. FIG. [Figure 82] 10 is a flowchart showing the flow of a game control unit main process. [Figure 83] 83 is a flowchart of the medal insertion / start lever reception process (step S102) in FIG. 82. [Figure 84] 84 is a flowchart of the medal insertion process (step S1011) in FIG. 83. [Figure 85] 85 is a flowchart of the settlement button process (step S1102) in FIG. 84. [Figure 86] This is a flowchart of the process of sending change information to the medal count control unit (steps S1111, S1205, and S1605) in Figures 84, 85, and 89. [Figure 87] 87 is a flowchart of the triple command transmission process (step S1307) in FIG. 86. [Figure 88]83 and 87. This is a flowchart of the process of sending a priority command to the medal count control unit (steps S1014, S1403, S1406, and step S1409) in FIG. [Figure 89] 83 is a flowchart of the medal awarding process (step S109) in FIG. 82. [Figure 90] 10 is a flowchart showing the flow of a game control unit timer interrupt process. [Figure 91] 91 is a flowchart of a disconnection determination process, which is one of the error monitoring processes (step S203) in FIG. 90. [Figure 92] 91 is a flowchart of the medal count control command reception process (step S206) in FIG. 90. [Figure 93] 91 is a flowchart of the game control command transmission process (step S207) in FIG. 90. [Figure 94] 10 is a flowchart showing the flow of a medal count control unit main process. [Figure 95] 95 is a flowchart of the RAM abnormality determination process (step S302) in FIG. 94. [Figure 96] 10 is a table showing the target range of RAM clear processing. [Figure 97] 96 is a flowchart of the error request setting process (step S3022) in FIG. 95 etc. [Figure 98] 95 is a flowchart of the preparation process (step S303) in FIG. 94. [Figure 99] 95 is a flowchart of the gaming machine information notification transmission process (step S304) in FIG. 94. [Figure 100] 99. This is a flowchart of the gaming machine information type acquisition process (step S3305) in FIG. [Figure 101] 95 is a flowchart of the counting notification transmission process (step S305) in FIG. 94. [Figure 102] 95 is a flowchart of the lending notification reception confirmation process (step S306) in FIG. 94. [Figure 103]95 is a flowchart of the loan acceptance result response transmission process (step S308) in FIG. 94. [Figure 104] 10 is a flowchart showing the flow of medal count control unit timer interrupt processing. [Figure 105] 105 is a flowchart of the lending notification receiving process (step S404) in FIG. [Figure 106] 106 is a flowchart of the lending number determination process (step S4004) in FIG. [Figure 107] 105 is a flowchart of the process of updating the number of sheets to be counted (step S405) in FIG. [Figure 108] 105 is a flowchart of the game control unit command receiving process (step S406) in FIG. [Figure 109] 108 is a flowchart of the game control state command receiving process (step S4304). [Figure 110] 108. This is a flowchart (first half) of the game control priority command receiving process (step S4305) in FIG. [Figure 111] 108. This is the flowchart (second half) of the game control priority command receiving process (step S4305) in FIG. [Figure 112] 112 is a flowchart of the input command reception process (step S4517) in FIG. [Figure 113] 112 is a flowchart of the settlement command receiving process (step S4519) in FIG. [Figure 114] 112 is a flowchart of the start lever acceptance command reception process (step S4521) in FIG. [Figure 115] This is a flowchart of the game information setting process (steps S4806, S4A19) in Figures 114 and 116. [Figure 116] 112 is a flowchart of the payout command receiving process (step S4523) in FIG. [Figure 117]117 is a flowchart of the game medal number overflow confirmation process (step S4A11) in FIG. [Figure 118] 112 is a flowchart of the error occurrence command reception process (step S4524) in FIG. [Figure 119] 105 is a flowchart of the error monitoring process (step S407) in FIG. [Figure 120] 105 is a flowchart of the process of sending a medal count control command to the game control unit (step S408) in FIG. [Figure 121] 105 is a flowchart of the display device display process (step S409) in FIG. [Figure 122] 85 is a flowchart showing a modified example of the processing during medal insertion in FIG. 84. [Figure 123] 88 is a flowchart showing a variation of the triple-command transmission process of FIG. 87. [Figure 124] 113 is a flowchart showing a modified example of the input command receiving process of FIG. [Figure 125] 108 is a flowchart showing a modified example of the scheduled count number update process of FIG. [Figure 126] 108 is a flowchart showing a modified example of the scheduled count number update process of FIG. [Figure 127] (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400, and (d) is a flowchart of the command processing (step S307) in (a). [Figure 128] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 129]FIG. 10 is a diagram showing a first example in which the count button 171 is operated. [Figure 130] 10 is a timing chart showing a first example of a presentation when counting is being performed. [Figure 131] 10 is a timing chart showing an example in which a bet operation has been performed before the count button 171 is operated and the number of bets is not 0. [Figure 132] 10 is a timing chart showing an example of a counting end effect. [Figure 133] 10 is a timing chart showing an example of a case where the settlement button 134 is operated. [Figure 134] FIG. 10 is a diagram showing an example in which the number of counted sheets increases as the operation time of the count button 171 becomes longer. [Figure 135] (a) is a timing chart showing an example of a continuation of the example shown in Figure 134(c), and (b) is a timing chart showing an example of the case in which a power outage occurs when the planned number of sheets to be counted is set to 30 in the example shown in Figure 134(c) and then power is restored. [Figure 136] 127 is a timing chart showing an example in which the process of updating the number of sheets to be counted in FIG. 126 is adopted. [Figure 137] (a) is a timing chart showing an example in which automatic counting ends when the value of the "number of game medals" stored in RAM 358 reaches a certain value, and (b) is a timing chart showing an example in which power is interrupted during automatic counting and then restored. [Figure 138] FIG. 10 is a diagram showing an example of a display indicating that automatic counting is in progress. [Figure 139] FIG. 10 is a diagram showing an example of a sound output indicating that automatic counting is in progress. [Figure 140] 10 is a timing chart showing an example of a case where power is interrupted before 0.5 seconds, which is the determination time for a long press operation, has elapsed after the start of operation of the count button 171. [Figure 141] 141 is a timing chart showing a modified example of the example shown in FIG. 140. [Figure 142] 141 is a timing chart showing another modified example of the example shown in FIG. 140. [Figure 143] 10A is a diagram showing an example of a change display (subtraction) on the game medal count display device 170, and FIG. 10B is a diagram showing an example of a change display (addition) on the game medal count display device 170. FIG. [Figure 144] 10A and 10B are diagrams showing other examples of change display in the game medal count display device 170. FIG. [Figure 145] 13 is a diagram showing an example in which the "number of game medals played" stored in the RAM 358 is displayed not only on the game medal number display device 170 but also on the effect image display device 157. FIG. [Figure 146] FIG. 146 is a diagram showing a modified example of the example shown in FIG. 145. [Figure 147] FIG. 146 is a diagram showing another example that is completely different from the example shown in FIG. 145. [Figure 148] 10A is a timing chart showing a case where a dispense is attempted in excess of the dispensing threshold, and FIG. 10B is a diagram showing another example of an over-upper-limit error notification. [Figure 149] 10A is a timing chart showing a case where a dispense is about to be made when the amount exceeds the second threshold for dispensing, and FIG. 10B is a diagram showing another example of a notification that the upper limit is approaching. [Figure 150] 10A and 10B are diagrams illustrating an example in which a highly urgent error notification overlaps with a notification prompting counting. [Figure 151] 10A is a diagram showing an example in which the notification prompting counting continues even after transitioning to the demonstration display, and FIG. 10B is a diagram showing an example of the notification after the count button 171 is operated during the demonstration. [Figure 152] (a) is a diagram showing an example of a notification when the "number of game medals" exceeds a certain specified number, such as a payout threshold or a second payout threshold, and then falls below that specified number, and (b) is a diagram showing an example of a notification that prompts counting when the "number of game medals" exceeds the second payout threshold over multiple games. [Figure 153](a) is a diagram showing an example of a notification prompting the player to count each time the "number of game medals" increases by a predetermined number, (b) is a diagram showing an example of a case where the counting button 171 is operated in a state advantageous to the player, and (c) is a diagram showing an example of a case where the counting button 171 is operated in a state disadvantageous to the player. [Fig. 154] (a) is a diagram showing a modified example of the example shown in Figure 153(b), (b) is a diagram showing an example in which counting that was forcibly terminated is restarted, and (c) is an example of the modified example described using (a) and (b) when the player is in a disadvantageous state (for example, a normal state). [Figure 155] This is a timing chart showing an example of when the VL signal from the rental machine 700 is turned off. [Figure 156] FIG. 10 is a diagram showing a second modified example in which the operation differs depending on whether the "number of game medals" is less than a certain threshold value. [Figure 157] 10 is a timing chart showing another example of when the VL signal from the rental device 700 is turned off. [Figure 158] FIG. 10 is a diagram showing the change in the number of game medals when the count button 171 is pressed and held. [Figure 159] FIG. 10 is a diagram showing an example of effects executed according to the number of game medals. [Figure 160] A figure showing an example of a presentation executed depending on the number of medals acquired in the AT state. [Figure 161] FIG. 10 is a diagram showing an example of the operation when an overflow of the number of game medals occurs. [Figure 162] FIG. 10 is a diagram showing an example of the operation when a medal count control wire break error (error code E0) occurs. [Figure 163] This is a diagram showing an example of the operation when an error in which the number of game medals exceeds the upper limit and an error in which the medal number control is disconnected (error code E0) occur simultaneously. [Fig. 164] A diagram showing an example of operation when a medal count control unit wire break error occurs. [Figure 165]10A and 10B are diagrams illustrating an example of an operation in which, when a counting sound is output in response to a counting process, an output permission period for the sound is set. [Figure 166] FIG. 165(b) shows the state of the slot machine 100 during the operation of FIG. 165(a). [Figure 167] FIG. 165(b) shows the state of the slot machine 100. [Figure 168] (a) is a diagram showing an example of update conditions for the difference number counter (first counting means) and the virtual difference number counter (second counting means). (b) is a diagram showing an example of the difference number counter (first counting means) and the virtual difference number counter (second counting means), and various processes that refer to these counting means. [Figure 169] 10 is a diagram showing an example of counting by a difference number counter (first counting means) and a virtual difference number counter (second counting means) in chronological order. FIG. [Figure 170] 10 is a graph showing an example of the change in the difference in number of coins during a certain gaming period. [Figure 171] This is a diagram showing an example of various presentations during a certain game period shown in Figure 171. [Fig. 172] This is a diagram showing an example of various presentations during a certain game period shown in Figure 171. [Figure 173] 10 is a graph showing an example of the change in the difference in number of coins during a certain gaming period. [Fig. 174] This is a diagram showing an example of various presentations during a certain game period shown in Figure 173. [Figure 175] This is a diagram showing an example of various presentations during a certain game period shown in Figure 173. [Figure 176] (a) A diagram showing an example of a complete function advance notification. (b) A diagram showing an example of a complete upper limit reaching notification. (c) A diagram showing an example of a game value display upper limit reaching advance notification. (d) A diagram showing an example of a game value display upper limit reaching notification. [Figure 177] 10 is a graph showing an example of the change in the difference in number of coins during a certain gaming period. [Figure 178]This is a diagram showing an example of various effects and notifications during a certain game period shown in Figure 177. [Figure 179] This is a diagram showing an example of various effects and notifications during a certain game period shown in Figure 177. [Figure 180] This is a diagram showing an example of various effects and notifications during a certain game period shown in Figure 177. [Figure 181] This figure shows modified examples of various effects and notifications during a certain game period shown in Figure 177. [Figure 182] This figure shows modified examples of various effects and notifications during a certain game period shown in Figure 177. [Figure 183] FIG. 10 is a diagram showing an example of a performance produced by the shutter 163. [Figure 184] 10A and 10B are diagrams illustrating an example of position correction by the shutter 163 during execution of a complete function advance notification. [Figure 185] 10A and 10B are diagrams illustrating an example of position correction by the shutter 163 during execution of a complete upper limit reaching notification. [Figure 186] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 187] 187 is a flowchart showing the flow of the main control unit initial setting process (step S101) in FIG. 186. [Figure 188] 187 is a flowchart showing the process of complete function activation (step S119) in FIG. 186. [Figure 189] FIG. 10 is a diagram showing an example of the connection of circuit boards inside the gaming machine. [Figure 190] 10A is a diagram showing the flow of operations when the harness is normally connected, and FIGS. 10B and 10C are diagrams showing an example of operations when the lever unit harness HA1 is disconnected. [Figure 191] 10A and 10B are diagrams illustrating an example of an operation when the lever unit harness HA1 is disconnected. [Figure 192] 10 is a diagram showing an example of an operation when a harness HB1 connecting a main control board 300B and a relay board RB1 is disconnected. FIG. [Figure 193]10A and 10B are diagrams showing an example of the operation when the lever unit harness HA1, the stop button unit harness HA2, and the bet button unit harness HA3 are each disconnected. [Figure 194] 10A and 10B are diagrams illustrating an example of an operation when the menu button unit harness HC1 is disconnected and reconnected. [Figure 194-1] FIG. 10 is a diagram illustrating an example of wiring of a menu button unit. [Figure 195] 10A and 10B are diagrams illustrating an example of the operation when a harness connecting a main control board and a sub-control board is disconnected and reconnected. [Figure 196] FIG. 1 is a front view showing the slot machine 100 with the front door 102 open. [Figure 197] FIG. 2 is a schematic cross-sectional view of the slot machine 100 as seen from the side. [Figure 198] FIG. 10 is an enlarged schematic cross-sectional view of the sub-board case 500a and the main board case 300a. [Figure 199] 1 is a diagram showing an example of air flow inside the slot machine 100. FIG. [Figure 200] 1 is a diagram showing an example of air flow inside the slot machine 100. FIG. [Figure 201] 10 is a diagram showing the airflow from the cooling fan 950 when the front door 102 is open. [Figure 202] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention. FIG. [Figure 203] 10 is a diagram showing the relationship between the display area of the symbol display window and the pay line of the slot machine according to the present embodiment. FIG. [Figure 204] FIG. 2 is a circuit block diagram of a control unit of the slot machine according to the present embodiment. [Figure 205] (a) is a diagram showing the arrangement of the symbols on each reel of the slot machine according to this embodiment, with a surface expansion, and a diagram showing the relationship between the symbol number counter and the symbol interval counter, and (b) is a diagram showing the types of winning roles (including activated roles), the symbol combinations corresponding to each winning role, and the activation or payout of each winning role. [Figure 206]1 is an exploded perspective view showing the appearance of a reel rotation device of a slot machine according to an embodiment of the present invention. [Figure 207] 1 is an exploded perspective view of a reel drive unit that constitutes a reel rotation device of the slot machine according to the present embodiment. FIG. [Figure 208] 2A and 2B are a schematic side view and a schematic front view showing the assembled state of the reel drive unit of the slot machine according to the embodiment. [Figure 209] FIG. 2 is an exploded perspective view of a stepping motor used in the reels of the slot machine according to the embodiment. [Figure 210] FIG. 209 is a diagram showing the arrangement of magnetic poles of the stator of the stepping motor shown in FIG. [Figure 211] 4 is a table showing the contents of an excitation table for exciting the stepping motor according to the present embodiment. [Figure 212] 4 is a table showing the contents of a rotation control table according to the present embodiment. [Figure 213] 10 is a flowchart showing the flow of main processing of the main control unit of the slot machine according to the present embodiment. [Figure 214] This is a flowchart showing in detail the flow of the internal lottery process for winning roles in step S103 shown in Figure 213. [Figure 215] 214 is a flowchart showing in detail the flow of the reel rotation start process in step S105 shown in FIG. [Figure 216] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 217] 217 is a flowchart showing in detail the flow of the stop button display control process in step S207 shown in FIG. [Figure 218] 217 is a flowchart showing in detail the flow of the reel rotation control process in step S208 shown in FIG. [Figure 219] 219 is a flowchart showing in detail the flow of the reel control determination process in step S208g shown in FIG. [Figure 220] 220 is a flowchart showing in detail the flow of the acceleration control process in step S306 shown in FIG. 219. [Figure 221] 220 is a flowchart showing in detail the second constant speed control process of step S308 shown in FIG. 219. [Figure 222] 220 is a flowchart showing in detail the second constant speed control process of step S310 shown in FIG. 219. [Figure 223] 219 is a flowchart showing in detail the stop button acceptance process in step S208d shown in FIG. 218. [Figure 224] 224 is a flowchart showing in detail the pull-in counter setting process of step S208d5 shown in FIG. 223. [Figure 225] 220 is a flowchart showing in detail the pull-in control process of step S313 shown in FIG. 219. [Figure 226] 220 is a flowchart showing in detail the brake control process of step S312 shown in FIG. 219. [Figure 227] (a) is a flowchart showing the flow of the first sub-control unit main processing of the slot machine of this embodiment, (b) is a flowchart showing the flow of the first sub-control unit command input processing, (c) is a flowchart showing the flow of the first sub-control unit command reception interrupt processing, and (d) is a flowchart showing the flow of the first sub-control unit timer interrupt processing. [Figure 228] This is a timing chart showing the state changes of three reels, the change in the detection state of the light-shielding pieces provided on each reel by the index sensor, the change in the operation acceptance state of the stop button corresponding to each reel, and the change in the light emission mode of the light-emitting element built into each stop button in a conventional manner. [Figure 229] This is a timing chart showing the state changes of each reel 110-112, the changes in the detection state of each light-shielding piece, the changes in the operation acceptance state of each stop button 137-139, and the changes in the light emission mode of each stop button LED 137a-139a in this embodiment. [Figure 230] 10 is a timing chart showing a case where a step-out occurs on the spinning right reel in the slot machine 100 according to the present embodiment. [Figure 231]10 is a timing chart showing a case where a step-out occurs in the slot machine 100 according to the present embodiment and the stop button is operated before re-acceleration. [Figure 232] 10 is a timing chart showing a case where a power outage and restoration occurs during execution of the second constant speed control in the slot machine 100 according to the present embodiment. [Figure 233] 10 is a timing chart showing a case where the operation of the stop button is accepted before the stop button LED changes to the second light emission mode in the slot machine 100 according to the present embodiment. [Figure 234] 10 is a timing chart showing a case where the slot machine 100 according to the present embodiment stops the reels in the shortest number of frames after detecting a light-blocking piece. [Figure 235] A diagram showing the state of the left reel at each timing. [Figure 236] 10 is a timing chart showing a case where an effect related to the reels is performed by the effect device in the slot machine 100 according to the present embodiment. [Figure 237] FIG. 10 is a diagram showing an example of a first rendering in the rendering device. [Figure 238] 10 is a timing chart showing a case where slide push operations are performed on the three stop buttons 137 to 139 but only some of the operations are accepted in the slot machine 100 of this embodiment. [Figure 239] 10 is a timing chart in the case where all slide push operations performed on the three stop buttons 137 to 139 are accepted in the slot machine 100 of this embodiment. [Figure 240] 10 is a timing chart showing a case where a pseudo game is played and then a real game is played in the slot machine 100 according to the present embodiment. [Figure 241] 10 is a timing chart showing a case where a reel action is performed and then a main game is played in the slot machine 100 according to the present embodiment. [Figure 242]This is a diagram showing the relative positional relationship of the symbols that make up a specific symbol combination, with the symbol display window 113 as the reference. [Figure 243] This is a timing chart for the case where the three stop buttons 137 to 139 are pressed simultaneously in the slot machine 100 of this embodiment, but only some of the operations are accepted. [Figure 244] 10 is a timing chart in the case where simultaneous pressing of the three stop buttons 137 to 139 is all accepted in the slot machine 100 of this embodiment. [Figure 245] 10 is a timing chart showing a case where simultaneous pressing is performed during a simulated game in the slot machine 100 of this embodiment. [Figure 246] This is a timing chart in which notification timing by the notification means and the like are added to the timing chart shown in FIG. [Figure 247] As in the case of the timing chart shown in FIG. 246, this is a timing chart showing an example of a case where retraction control is performed as a result of performing a slide push operation on the three stop buttons 137 to 139 in order. [Figure 248] This is a timing chart showing an example of a case where a reverse slide push operation is performed before the light-blocking piece of the left reel 110 is detected. [Figure 249] 10 is a timing chart showing an example in which only the right reel 112 of the three reels 110 to 112 automatically stops. [Figure 250] This is a timing chart showing an example of a case where the detection of the light-shielding piece of the right reel 112 is delayed and a sequential slide push operation is performed before the three stop button LEDs 137a to 139a change to the second light-emitting state, resulting in retraction control being performed. [Figure 251] This is a timing chart showing an example of a case where the detection of the light-shielding piece of the middle reel 111 is delayed and a sequential slide push operation is performed before the three stop button LEDs 137a to 139a change to the second light-emitting state, resulting in retraction control being performed. [Figure 252]This is a timing chart showing an example of a case where the detection of the light-shielding piece of the left reel 110 is delayed and a sequential slide push operation is performed before the three stop button LEDs 137a to 139a change to the second light-emitting state, resulting in retraction control being performed. [Figure 253] This is a timing chart when sequential slide push operations are performed in a pseudo game and a real game that starts after the pseudo game. [Figure 254] This is a timing chart showing an example of when retraction control is performed as a result of performing a sequential slide push operation in a pseudo game. [Figure 255] 10 is a timing chart showing an example of a case where a reverse slide push operation is performed before the light-blocking piece of the left reel 110 is detected in a pseudo game. [Figure 256] 10 is a timing chart showing an example in which only the right reel 112 of the three reels 110 to 112 automatically comes to a pseudo stop. [Figure 257] This is a timing chart showing an example of a case where, in a pseudo game, the detection of the light-blocking piece on the right reel 112 is delayed and a sequential slide push operation is performed before the three stop button LEDs 137a to 139a change to the second light-emitting state, resulting in retraction control being performed. [Figure 258] This is a timing chart showing an example of a case where, in a pseudo game, the detection of the light-shielding piece of the center reel 111 is delayed and a sequential slide push operation is performed before the three stop button LEDs 137a to 139a change to the second light-emitting state, resulting in retraction control being performed. [Figure 259] This is a timing chart showing an example of a case where, in a pseudo game, the detection of the light-shielding piece on the left reel 110 is delayed and a sequential slide push operation is performed before the three stop button LEDs 137a to 139a change to the second light-emitting state, resulting in retraction control being performed. [Figure 260] 10 is a timing chart showing an example in which the left stop button 137 and the center stop button 138 are pressed simultaneously immediately before the lapse of a predetermined third period in a pseudo game. [Figure 261] FIG. 1 is a side view showing the slot machine 100 with the front door 102 in a closed state. [Figure 262] (a) is a diagram showing the lock body 1401A from the side of the slot machine 100 when the lock mechanism 1401 is in the unlocked state, (b) is a diagram showing the lock body 1401A of (a) from the back side of the slot machine 100, and (c) is a diagram showing the lock body 1401A from the side of the slot machine 100 when the lock mechanism 1401 is in the locked state. [Figure 263] 14(a) to 14(d) are diagrams showing the operation of the lock main body 1401A and the locked shaft 1401B. [Figure 264] (a) is a side view showing the state in which the setting key SK is inserted into the lock body 1401A, (b) is a side view showing the setting key SK in (a) in solid lines, (c) is a view of the lock body 1401A in (a) from the rear side, (d) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER, and (e) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER. [Figure 264-1] (a) is a side view showing the state in which the setting key SK is inserted into the lock body 1401A with the locking portion 1402 accommodated in the accommodating portion 1404, (b) is a side view showing the setting key SK in (a) in solid lines, (c) is a view of the lock body 1401A in (a) from the rear side, (d) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER, and (e) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER. [Figure 264-2](a) shows an example where the door key is operated from the state of Fig. 264-1(d), but the locking part 1402 and the setting key SK did not move. (b) is a diagram showing an example where the locking part 1402 moved but the gaming medal MD did not move when the door key was operated from the state of Fig. 264-1(e). (c) to (f) are diagrams showing that a metal piece for maintaining the unlocked state is inserted obliquely from the outside of the inner wall 1404WA forming the slit 1401SL, and the tip of the metal piece is pressed against the locking part 1402. [Figure 264-3] It is a diagram showing the locking part 1402 provided with the convex part 1402PR. [Figure 264-4] It is a diagram showing a configuration in which a plurality of locking mechanisms 1401 are provided. [Figure 265] (a) to (d) are diagrams showing an example of the positional relationship between the wiring pattern on the substrate and the seal attached to the substrate. [Figure 266] (a) to (b) are diagrams showing an example of the positional relationship between the wiring pattern on the substrate and the seal attached to the substrate. [Figure 267] (a) is a diagram showing an example where silk printing SP indicating the attachment positions of the four corners of the seal is applied to the configuration of Fig. 265(c). (b) is a diagram showing an example where silk printing SP indicating the attachment positions of the upper right and lower left corners of the seal is applied to the configuration of Fig. 265(c). [Figure 268] (a) is a diagram showing an example where the seal ST1 (upward) attached to the substrate A and the seal ST2 (rightward) attached to the substrate B are different with respect to the reference direction. (b) is a diagram showing an example where the seal ST1 (upward) attached to the substrate A and the seal ST3 (downward) attached to the case of this substrate A are different with respect to the reference direction. [Figure 268-1] It is a diagram showing an example where the two-dimensional code QRA1 (upward) of the substrate A and the two-dimensional code QRB1 (downward) of the substrate B are different with respect to the reference direction. [Figure 268-2] It is a diagram showing an example where the two-dimensional code QRA1 (upward) of the substrate A and the two-dimensional code QRB1 (downward) of the substrate B are different with respect to the reference direction. [Figure 269] 2 is a diagram illustrating an example of a power supply module PM. FIG. [Figure 270] 10A is a view of the lower surface BT as seen from below, FIG. 10B is a view showing a cross section taken along line AA in FIG. 10A, and FIG. 10C is a view showing a cross section taken along line BB in FIG. [Figure 270-1] FIG. 2 is a diagram illustrating an example of a power supply board PW. [Figure 270-2] (a) is a view looking rearward from the cross section along line AA in Figure 270-1, and (b) is a view looking frontward of the power supply board PW with the cover CA1 attached to the power supply board PW. [Figure 270-3] (a) is a view looking forward from the cross section taken along line BB in Figure 270-1, and (b) is a view looking from the rear of the power supply board PW with the cover CA1 attached to the power supply board PW. [Figure 270-4] (a) is a diagram of the power supply board PW in Figure 270-1 viewed from below, and (b) is a diagram of the power supply board PW viewed from below with the cover CA1 attached to the power supply board PW. [Figure 270-5] This is a diagram showing the state in which the cover CA1 is attached to the power supply board PW of Figure 270-1. [Fig. 271] 10A is a schematic diagram showing an example of the configuration of a substrate and a substrate case, and FIG. 10B is a schematic diagram showing a configuration in which a caulking CL is provided in an unmounted land area NA. [Fig. 272] FIG. 10 is a diagram showing the flow of operations in a normal game. [Fig. 273] 10A and 10B are diagrams illustrating an example of an operation according to the elapsed time from a lever operation. [Fig. 274] 10A and 10B are diagrams showing an example of an operation when an abnormality occurs in the reel after a lever operation. [Figure 275] 10A and 10B are diagrams showing an example of an operation when an abnormality occurs in the reel after a lever operation. [Figure 276] 10A and 10B are diagrams illustrating an example of an operation when an abnormality occurs in the stop button unit after a lever operation. [Figure 277]10A and 10B are diagrams illustrating an example of an operation when an abnormality occurs in the stop button unit after a lever operation. [Fig. 278] FIG. 10 is a diagram showing an example of an operation when a reel effect is executed. [Figure 279] FIG. 10 is a diagram showing an example of the operation when a simulated game is executed. [Figure 280] FIG. 10 is a diagram showing an example of the operation when a simulated game is executed. [Figure 281] FIG. 10 is a diagram showing an example of the operation when a power outage occurs and is restored during play. [Figure 282] FIG. 10 is a diagram showing an example of the flow of operations when an abnormality occurs while a game is not being played. [Figure 283] FIG. 10 is a diagram showing an example of the flow of operations when an abnormality occurs while a game is not being played. [Fig. 284] 10 is a diagram showing an example of the configuration of a control board 500B corresponding to the second sub-control unit 500 of the slot machine 100. FIG. [Figure 285] FIG. 10 is a diagram showing a first substrate CB1. [Figure 286] FIG. 1 is a front view of the slot machine 10 as seen from the front side (player side). [Figure 287] FIG. 2 is a perspective view of the top lamp unit 11 as seen obliquely from above. [Figure 288] FIG. 2 is a schematic diagram illustrating the structure of a lamp unit. [Figure 289] 10A and 10B are schematic diagrams illustrating the structure of a modified example of the lamp unit. [Figure 290] This is a diagram showing the entire first movable performance element 161 and second movable performance element 162 shown in Figure 286. [Figure 291] 290, (A) is a view from below of the first sheet member 1610 shown in FIG. 290, and (B) is a view from below of the second sheet member 1620 shown in FIG. 290. FIG. [Figure 292] This is a diagram showing an example of a combination of performance actions of the first movable performance body 161 on the left and the second movable performance body 162 on the right. [Figure 293] FIG. 2 is a perspective view showing the rear side of the performance device 16. [Fig. 294] 10 is a diagram showing an example of the positional relationship between sensor units SU1 and SU2 and light-shielding pieces C1 and C2. FIG. [Figure 295] FIG. 2 is a right side view of the performance device 16. [Figure 296] 294 is an enlarged view showing the vicinity of the sensor unit SU1 in FIG. 293 (the area circled by a dotted line). [Figure 297] FIG. 2 is a schematic diagram showing an example of a sensor unit SU1 and a rib RB. DETAILED DESCRIPTION OF THE INVENTION
[0011] The following describes a slot machine according to an embodiment of the gaming machine of the present invention. Note that the configurations of the embodiments in this specification can be freely combined as long as they are not inconsistent.
[0012] The slot machine of this embodiment, which will be described below, is a gaming machine in which a predetermined amount of game value (medals, electronic medals, etc.) is inserted, and multiple reels, each bearing multiple types of symbols, begin to rotate upon receiving a predetermined operation to command the player to start spinning. Based on the reception of the operation to command the player to start spinning, a lottery is held to determine whether multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually upon receiving a predetermined operation to command the player to stop spinning. If the conditions determined by the combination of symbols when the multiple reels stop based on the results of the lottery meet predetermined payout conditions, the game value is paid out and the game ends, but if they do not meet the conditions, the game ends without paying out any game value.
[0013] <Basic configuration> First, the basic configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a diagram showing an example of a pay line.
[0014] The slot machine 100 shown in Figure 1 corresponds to an example of a gaming machine of the present invention, and comprises a main body 101 and a front door (door) 102 attached to the front side of the main body 101 and capable of being opened and closed relative to the main body 101.
[0015] In this example, the front door 102, which is locked in a closed state, can be opened by inserting a key held by the manager of the gaming facility into the door key hole 140. Therefore, the manager can unlock the front door 102 (change it from a closed state to an open state), but anyone other than the manager (for example, a player) cannot unlock the front door 102.
[0016] An optical sensor (detection means; hereinafter also referred to as the "open / close sensor"; not shown) consisting of a light-emitting section and a light-receiving section is provided on the right side of the main body 101, and is configured so that a light-shielding piece of a certain length provided on the front door 102 passes between the light-emitting section and the light-receiving section of this open / close sensor.
[0017] The main control unit 300 monitors the states of various sensors 318, including this open / close sensor, during main control timer interrupt processing, which will be described later. When the front door 102 is closed and the light-blocking piece of the front door 102 moves to a position where it blocks light from the light-emitting part of the open / close sensor of the main body 101, the open / close sensor outputs a signal (for example, a low-level signal) indicating a closed state to the main control unit 300.
[0018] On the other hand, when the front door 102 is opened and the light-shielding piece of the front door 102 moves to a position where it does not block the light from the light-emitting part of the opening / closing sensor of the main body 101, the opening / closing sensor outputs a signal (e.g., a high-level signal) indicating that it is in an open detection state to the main control unit 300.
[0019] In other words, the open / close sensor is a detection means capable of detecting the open / closed state of the front door (door) 102, and when the front door 102 is in a closed state, the detection state becomes a closed detection state, and when the front door 102 is in an open state, the detection state becomes an open detection state.
[0020] The "detection means" according to the present invention is not limited to an optical sensor, but may be, for example, a magnetic sensor, a proximity switch, a microswitch, a Hall element, etc. Furthermore, it is not limited to a device that always switches between an open detection state and a closed detection state when the door is opened or closed, but may be a device that can change the detection state to a closed detection state even when the door is open, or conversely, a device that can change the detection state to an open detection state even when the door is closed.
[0021] Here, the open / close sensor according to this example is configured so that, when a predetermined operation is performed, the detection state becomes a closed detection state even when the front door 102 is in an open state. Specifically, when the front door 102 is in an open state, by inserting a light-shielding piece of a certain length between the light-emitting unit and the light-receiving unit of the open / close sensor of the main body 101 and fixing it with tape or the like to block the light from the light-emitting unit of the open / close sensor of the main body 101, the detection state of the open / close sensor can be forcibly changed to a closed detection state (hereinafter, this state may be referred to as a "pseudo-closed door") even when the front door 102 is in an open state.
[0022] The "predetermined operation" according to the present invention is not limited to this example, and may be, for example, a DIP switch that sets the open / close sensor to the closed detection state, and the operation of this DIP switch may be performed as the predetermined operation. Also, if the detection means is a magnetic sensor, the detection state of the open / close sensor may be set to the closed detection state by bringing a magnet close.
[0023] Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of main body 101 (not shown), and are configured to be rotatable inside slot machine 100. These reels 110 to 112 are rotated by a driving device such as a stepping motor.
[0024] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in appropriate numbers, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to form each of the reels 110-112. When viewed from the player, the symbols on the reels 110-112 are displayed in approximately three rows vertically through the display window 113, so that a total of nine symbols can be seen. Explaining this specifically with reference to FIG. 2, the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 shown in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the center reel 111 (position 4 shown in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 shown in the figure) is the middle reel middle row symbol, and the symbol displayed on the bottom row of the center reel 111 (position 6 shown in the figure) is the middle reel top row symbol. The symbol displayed in the bottom row (position 6 in the figure) is called the middle reel lower row symbol, the symbol displayed in the top row of the right reel 112 (position 7 in the figure) is called the right reel upper row symbol, the symbol displayed in the middle row of the right reel 112 (position 8 in the figure) is called the right reel middle row symbol, and the symbol displayed in the bottom row of the right reel 112 (position 9 in the figure) is called the right reel lower row symbol. Each symbol on each reel 110-112 is displayed vertically in three rows on each reel 110-112 through a display window 113, for a total of nine symbols. By spinning each reel 110-112, the symbol combinations visible to the player change. In other words, each reel 110-112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0025] A backlight is provided on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of the optical sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0026] The payline indicator lamp 120 indicates an active payline. A payline is a line that determines whether a symbol combination corresponding to a winning combination, as described later in FIG. 5, is displayed. In this embodiment, only one payline, the middle payline L1, is provided, consisting of the symbols in the middle row of the left reel, the symbols in the middle row of the middle reel, and the symbols in the middle row of the right reel. FIG. 2 shows this payline L1. The active paylines (hereinafter, sometimes simply referred to as "active lines") are predetermined based on the number of medals bet as gaming media. The slot machine 100 shown in FIG. 1 requires three medals. If fewer than three medals are inserted, no payline is active. When three medals are bet, the payline L1 is active. Once a payline is active, the start lever 135 can be operated to start the game. The number of paylines is not limited to one. For example, in addition to the middle winning line L1, a downward-sloping winning line consisting of the upper symbols on the left reel, the middle symbols on the middle reel, and the lower symbols on the right reel, or an upward-sloping winning line consisting of the lower symbols on the left reel, the middle symbols on the middle reel, and the upper symbols on the right reel, for a total of three lines, may be set as valid winning lines. Alternatively, a number of winning lines corresponding to the number of bets may be set as valid winning lines. The area on the winning line L1 (the area consisting of numbers 2, 5, and 8 in FIG. 2) may be referred to as the activated line area S1. The area of the symbol display window 113 other than the activated line area S1 (the area consisting of numbers 1, 3, 4, 6, 7, and 9 in FIG. 2) may be referred to as the inactivated line area S2.
[0027] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, special combination 1 or special combination 2) has been internally won in an internal lottery described later, or that the player is in a special combination internal winning state or a special game state described later. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player won a replay combination (details of which will be described later), which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0028] The bet buttons 130 and 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, and three medals are inserted when the bet button 132 is pressed (up to a maximum of three medals). Hereinafter, the bet button 132 will also be referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that a game can be started.
[0029] The chance button 190 is a button for effects, and is also called the effect button 190. The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 and 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0030] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a special game state) as numerical values. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of achieving some winning combination. Note that hereinafter, the expression "granted to the player" may be used in the same sense as "paid out to the player." In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays.
[0031] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 and 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called the operation to start a game.
[0032] The stop button unit 136 is provided with stop buttons (stop operation means) 137-139, each consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137-139 are button-type switches for individually stopping the reels 110-112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110-112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations of the stop buttons 137-139 are referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels stopped in response to these stop operations are referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are currently spinning is referred to as the operation order or push order. Furthermore, the operation order in which the first stop operation is an operation to stop the left reel 110 is referred to as the "forward push operation order" or simply "forward push," and the stop operation in which the first stop operation is an operation to stop the right reel 112 is referred to as the "reverse push operation order" or simply "reverse push." Note that light-emitting elements may be provided inside each of the stop buttons 137-139, and when the stop buttons 137-139 can be operated, the light-emitting elements can be lit to notify the player.
[0033] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0034] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.
[0035] The sound hole 145 is a hole for outputting to the outside the sound of a speaker 277 (see FIG. 3) provided at the bottom inside the slot machine 100. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. The performance device 160 is disposed above the front door 102, and the performance device 160 has a sound hole 143 provided above it for outputting to the outside the sound of a speaker 272 (see FIG. 3) provided at the top inside the slot machine 100. This performance device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a performance image display device 157 (liquid crystal display device) arranged at the back of this shutter 163, and is configured so that when the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the performance image display device 157, the display screen of the performance image display device 157 appears in front of the slot machine 100 (player side, front side).
[0036] Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.
[0037] Also provided inside the main body 101 is a setting key (first operating means) that can be switched on and off by a rotation operation. This setting key is an operating means for starting to change or check the setting values (in this example, settings 1 to 6) described below. Also provided inside the main body 101 is a reset switch (hereinafter also referred to as a "reset SW") that can be pressed to change the settings (setting value change operation). This reset SW is an operating means that also functions as an error release switch that can be operated to resolve various errors described below (error resolution operation).
[0038] These setting keys and reset switches are operating means that are located in positions that allow them to be operated only when the front door 102 (door) is open, and are difficult or impossible to operate when the front door 102 (door) is closed. In other words, they are operating means that can only be operated by the gaming establishment's manager (staff, etc.), and cannot be operated by players.
[0039] Furthermore, a set value display device 101a (see FIG. 14) capable of displaying a set value is provided inside the main body 101. In this example, the set value display device 101a is configured as a 7-segment display. Although details will be described later, when a setting change operation is performed, the set value display device 101a displays the set value (one of settings 1 to 6), and when the set value is confirmed by operating the start lever 135, the set value is no longer displayed. On the other hand, when a setting confirmation operation is performed, a numerical value indicating the current set value is displayed on the set value display device 101a.
[0040] Also, an external centralized terminal board (not shown) is attached to the inner wall of the main body 101. The external centralized terminal board is connected to the main control board constituting the main control unit 300 and outputs information about the slot machine 100 to an external device. This external centralized terminal board is provided with an external cable connection section for connecting an external cable (not shown) extending from an information input circuit 652 (see FIG. 3) provided in a hall computer (not shown) or the like, and an external centralized terminal board LED (not shown). The external cable is inserted into the inside of the main body 101 through a cable hole opened on the back surface of the main body 101 and connected to the external cable connection section of the external centralized terminal board.
[0041] In addition, a medal dispensing device (not shown; a device that dispenses medals accumulated in a bucket) is arranged on the inner wall of the main body 101, and an auxiliary medal storage cabinet (not shown) is arranged to the right of the medal dispensing device, with an overflow terminal arranged behind it (not shown).
[0042] A power supply box (not shown) having a power supply board is disposed on the left side of the medal payout device, and a power switch (not shown) is disposed on the front side of the power supply box. The power supply box converts AC power supplied from outside to the slot machine 100 into DC, converts it into a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300, sub-control units 400, 500, etc. (described later). Furthermore, the power supply box is provided with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0043] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 3. Note that Figure 3 shows a circuit block diagram of the control unit.
[0044] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400. With regard to the main control unit 300, if the data capacity becomes too large it becomes difficult to verify the program and it can also become a breeding ground for illegal modifications, which can lead to security issues, so there are limits on the data capacity of the ROM 306 and RAM 308 of the main control unit 300.
[0045] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, reel symbol arrangements and stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 that controls input and output of various devices, a counter timer 312 that measures time, number of times, etc., and a WDT (watchdog timer) 314. While the term "RAM" (random access memory) is used for the RAM 308 as an example of a readable and writable storage medium, it may also be referred to as "RWM" (read-write memory) or "RAM." Furthermore, the term "RAM" may also be used to refer to processes related to RAM. In this specification, the term "RAM" will be primarily used. Note that other storage devices may be used for the ROM 306 and RAM 308; the same applies to the first sub-control unit 400 and second sub-control unit 500, described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0046] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0047] The main control unit 300 also includes a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, optical sensors (index sensor 80) of the reels 110 to 112, etc.) at each interrupt time.
[0048] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0049] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.
[0050] The bet button 130 sensor and the bet button 132 sensor are provided on the corresponding bet buttons 130, 132, respectively, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0051] The optical sensors (index sensors 80) of the reels 110-112 are installed at predetermined positions on the mounting bases of the reels 110-112, and turn L level each time a light-shielding piece (detection piece 50) attached to the reel frame passes by. Rotational position information indicating how far the reel has rotated from the reference position between the time it first turns L level and the time it next turns L level is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the L level signal, it determines that the reel has rotated once and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0052] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127).
[0053] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., information indicating the game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334, and lights up the external centralized terminal board LED when the game information is output.
[0054] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0055] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0056] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0057] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0058] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from speakers 272, 277.
[0059] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bet button lamp, chance button lamp, reel backlight 94, etc.) are connected to the drive circuit 422 via an input / output interface.
[0060] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0061] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0062] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0063] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0064] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0065] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0066] <Pattern Arrangement> Next, the arrangement of symbols on each of the reels 110 to 112 will be described with reference to Figure 4. This figure shows the arrangement of symbols on each of the reels (left reel 110, center reel 111, right reel 112) in a planar form.
[0067] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 0-19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0-19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "bell symbol" is arranged on the number 1 symbol of the left reel 110, a "Seven 1 symbol" is arranged on the number 2 symbol of the center reel 111, and a "Seven 1B symbol" is arranged on the number 2 symbol of the right reel 112.
[0068] In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110 to 112 within the maximum retraction range (in this embodiment, less than 5 frames) from the position where the stop operation is performed.
[0069] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described with reference to Figure 5. This figure shows the types of winning combinations (including activated combinations), the symbol combinations corresponding to each winning combination, and the payouts (amounts awarded) for each winning combination.
[0070] The winning combinations of the slot machine 100 include a special combination 1, a replay combination, and small combinations 1 to 8. Note that the types of winning combinations are not limited to these combinations, and any combination can be adopted.
[0071] Among the winning combinations in this embodiment, the special combination 1 is a combination (activated combination) that transitions to a special game state in which a predetermined benefit is awarded to the player upon winning. The replay combination is a combination that allows replay without inserting new medals. These special combinations 1 and replay combinations are sometimes called "activated combinations." Furthermore, "winning" in this embodiment also includes the case where a symbol combination of an activated combination that does not involve a medal payout (does not involve the payout of medals) is displayed on an active line, and includes, for example, winnings of the special combination 1 and replay combination. The special combination 1 is a special combination that is carried over to the next game if it is not determined to be a winning combination, while the other combinations are general combinations that are not carried over to the next game if it is not determined to be a winning combination.
[0072] Special Role 1 is a role (operating role) that transitions to the special game state (RT2) when it is won. However, medals are not paid out when these roles are won. The corresponding symbol combination for Special Role 1 is "Seven 3 - Seven 1 - Replay". In the following explanation, Special Role 1 may be referred to as "RB1" or "RB".
[0073] When special role 1 is internally won, the internal win flag corresponding to this internally won special role is set to ON (stored in a predetermined area of RAM 308 of the main control unit 300). When the flag corresponding to special role 1 is set to ON, the main control unit 300 transitions the game state to a special role internal win state (RT1). This flag remains ON until the corresponding actuating role is won, making it easier to win these actuating roles in subsequent games. Specifically, even if the role is not won in a game in which special role 1 is internally won, the next and subsequent games will be in the same state as when special role 1 was internally won, making it easier to win when the corresponding symbol combination is lined up.
[0074] The special role internal winning state will be described in detail later, but in the special role internal winning state, if an internal win occurs for a role other than the special role, reel stop control is executed so that the patterns that make up this other role are aligned preferentially.
[0075] The replay role is a winning role (operating role) that allows you to play the next game without inserting medals (game media), and medals are not paid out. In other words, you can play again with the same number of bets as the number of medals inserted last time. The corresponding symbol combination is "replay-replay-replay."
[0076] The replay role may be any role that allows the player to play the next game without inserting medals. Therefore, for example, when a replay is won, medals may be automatically inserted in the next game (the number of inserted medals is reset in the medal insertion number storage area prepared in RAM 308), or medals inserted in the game that won a replay may be carried over and used in the next game.
[0077] Small winning combinations 1 to 8 are winning combinations that pay out a predetermined number of medals upon winning. The corresponding symbol combinations are: Small winning combination 1 is "watermelon-watermelon-watermelon", small winning combination 2 is "replay-cherry-replay", small winning combination 3 is "cherry-cherry-cherry", small winning combination 4 is "bell B-bell-bell", small winning combination 5 is "bell B-bell (or bell B)-bell", small winning combination 6 is "seven 1-seven 1-seven 1", small winning combination 7 is "seven 2-seven 2-seven 2", and small winning combination 8 is "seven 3-seven 3-seven 3". The corresponding payout numbers are as shown in Figure 5.
[0078] Of the above small prizes, small prize 1 is sometimes called "watermelon," small prize 2 is called "weak cherry," small prize 3 is called "strong cherry," small prize 4 is called "common bell," small prize 5 is called "push order bell," and small prizes 6 to 8 are sometimes called "1-piece prizes."
[0079] <Types of game status (RT)> Next, a description will be given of the types of game states and their transitions in the slot machine 100. FIG.
[0080] The slot machine 100 is configured to be able to switch between a plurality of states with different degrees of advantage, namely, a low replay probability state, a special role internal winning state, and a special game state, and the degree of advantage changes by transitioning between these states, enhancing the enjoyment of the game. In the following explanation, this game state may be referred to as RT, and the above-mentioned low replay probability state, special role internal winning state, and special game state may be referred to as RT0, RT1, and RT2, respectively. When switching between these RTs, the corresponding lottery table is changed (described later). The RT is controlled by the main control unit 300.
[0081] 6 shows each of the RTs described above, with the transition conditions indicated by the arrows. When the transition condition corresponding to each arrow is met, the RT transitions in the direction of the arrow. These transition conditions include, for example, winning a predetermined combination, achieving an internal win for a predetermined combination, a specific symbol combination being displayed statically on a specific winning line, a predetermined number of plays being played, and a predetermined number of coins being paid out.
[0082] Hereinafter, each RT will be explained with reference to the drawings as appropriate.
[0083] <Low replay probability state (RT0)> RT0 has a lower internal probability of winning the replay role than RT1, and is the most disadvantageous RT for the player.
[0084] The internal winning combinations in RT0 are Special Role 1, Replay Role, and Small Role 1 to 8. If you do not win a role, it is a loss, and the symbol combination corresponding to the role will not be displayed. When the symbol combination related to the winning role does not stop on the winning line, it is sometimes called a "loss." When you do not win a role, it is sometimes called a "winning miss."
[0085] FIG. 6 shows that when RT0 is set and special role 1 is internally won, the state transitions to the special role internal win state described later.
[0086] <Special role internal winning state (RT1)> RT1 is a state in which the internal winning flag corresponding to special role 1 is set to ON. In addition, the probability of winning a replay role is higher than RT0, and it is a more advantageous RT than RT0.
[0087] In RT1, the internal winning roles include replay roles and small roles 1 to 8.
[0088] FIG. 6 shows that when a special combination 1 is won in RT1 (when the corresponding symbol combination is displayed), the game shifts to RT2.
[0089] <Special game state (RT2)> RT2 is an advantageous RT that has a higher internal probability of winning the common bell (small prize 4) than other RTs, making it easier to win medals.
[0090] In RT2, the only internal winning combination is the common bell (small combination 4). Figure 5 shows that in RT2, if a predetermined number of games (6 in this example) are played or if a predetermined number of wins (5 in this example) are made, the game will transition to RT0.
[0091] The conditions for ending RT2 are not particularly limited, and may be, for example, one in which RT2 ends when a payout of more than a specified number of coins is executed, or one in which a predetermined winning combination is achieved.
[0092] <Non-advantageous and advantageous sections> In the slot machine 100 of this embodiment, apart from the RT described above, the game state is managed by dividing it into a non-advantageous zone and an advantageous zone. In the advantageous zone, notification of the stop operation sequence for the internally winning combination (hereinafter, sometimes referred to as "operation navigation" or "operation instruction notification") is permitted, while in the non-advantageous zone, this operation navigation is not displayed. Note that in the advantageous zone, operation navigation is displayed depending on the conditions, but there are cases where operation navigation is not displayed even if the push order bell is an internal win. These states will be explained below using Figure 7. This figure shows the transition of the game state regarding the advantageous zone and non-advantageous zone of the slot machine 100.
[0093] In this embodiment, the initial state (e.g., the factory default state) is set to a non-advantageous zone. Furthermore, when the RAM is cleared (settings are changed), this non-advantageous zone is set. The state of the non-advantageous zone is referred to as normal state A. Furthermore, in this embodiment, three types of advantageous zone states are provided: normal state B, chance state, and AT state (including super AT state). Figure 7 shows the transitions between four states: normal state A, normal state B, chance state, and AT state. In this embodiment, the advantageous zone flag is set to off if the zone is non-advantageous, and set to on if the zone is advantageous, thereby distinguishing between the non-advantageous zone and the advantageous zone using this advantageous zone flag. To prevent gambling, the advantageous zone is configured to become a non-advantageous zone if it continues for a predetermined number of games (e.g., 1,500 games) or if it exceeds a predetermined net increase in coins (e.g., 2,400 coins).
[0094] The state of the advantageous zone may be only the AT state, or, for example, a precursor state before transitioning to the AT state may be further provided, and is not limited to the configuration of this embodiment. Similarly, there may be multiple types of states for the non-advantageous zone.
[0095] Note that the non-advantageous zone and the advantageous zone are set separately from RT, so for example, there may be a transition to RT2 during an advantageous zone. However, since RT2 is configured so that there is no internal win on the push order bell and the operation navigation is not displayed, it is also possible to set a non-advantageous zone for RT2 and return to the advantageous zone after RT2 ends. Furthermore, without being limited to the above configuration, it is also possible to configure RT2 so that there is an internal win on the push order bell and the operation navigation is displayed.
[0096] Below, we will explain each state of the non-advantageous zone and the advantageous zone.
[0097] <Normal state A> In the non-advantageous zone (normal state A), a lottery to move to the advantageous zone is held based on the internal winning role. If you win this lottery, you will move to normal state B of the advantageous zone.
[0098] <Normal state B> In the normal state B, the game transitions to the chance state when a transition condition to the chance state is met. When the transition condition is met, the number of games in the chance state is set. This transition condition can be any condition, such as a condition that is met by playing a predetermined number of games in the normal state B, a condition that is met when a lottery for transitioning to the chance state is held every time a game is played in the normal state B and the lottery is won, or a condition that is met when points (any of 1 to 3) added according to the result of one game in the normal state B have accumulated to a specified number (100 points).
[0099] <Chance state> In the chance state, when a specific role (in this example, a 1-piece role (small role 6 to 8)) is internally won, an AT lottery may be held. If the AT lottery is not won (AT set number is 0) before the set number of games has elapsed, the game will transition to normal state B, and if the AT set number is not 0, the game will transition to the AT state. When transitioning to the AT state, the AT set number is subtracted by 1, and the number of remaining AT games is set to a predetermined number of plays (for example, 50).
[0100] In the slot machine 100 of this embodiment, an AT lottery is executed in the chance state. For example, an AT lottery (addition of the number of AT sets) may be performed when shifting from a non-favorable section to a favorable section, and the timing and execution conditions of the AT lottery can be arbitrarily adopted.
[0101] Also, when winning the AT lottery, there may be a case where a notification (operation instruction notification) including a suggestion of a symbol aimed at stopping is executed (details will be described later). The operation instruction notification is not limited to a notification including a suggestion of a symbol aimed at stopping, and may be, for example, a notification including a pressing order (e.g., "center → right → left", "press the center", etc.).
[0102] <AT state> Next, the AT state will be described. Hereinafter, the AT state may be simply referred to as AT.
[0103] In the AT state, when an internal winning occurs in the pressing order bell (minor winning combination 5), an operation navigator indicating the correct pressing order corresponding to each is displayed. Note that this operation navigator is not limited to indicating the pressing order, and may, for example, indicate the timing of the stop operation as in the display such as "aim at ···", or may indicate both the pressing order and the timing. Also, in the payout number display 127, seven segments light up in a manner corresponding to the correct pressing order (hereinafter, may be referred to as navigator lighting). The display on this payout number display 127 may also light up in a manner corresponding to the timing of the stop operation, or may light up in a manner corresponding to both the pressing order and the timing.
[0104] In this embodiment, the number of remaining AT games is subtracted as play progresses in the AT state. Then, if the number of AT sets is greater than 0 when the number of remaining AT games reaches 0, a predetermined value (for example, 50) is set again for the number of remaining AT games, and if the number of AT sets is 0, a lottery is held to enter the chance state. If the lottery is won, the game transitions to the chance state; if not, the game transitions from the advantageous zone to the non-advantageous zone (parameters related to the advantageous zone are initialized). If the game enters a special gaming state (RT2) during the AT state, the subtraction of the number of remaining AT games stops, and the subtraction resumes when RT0 is reached. The number of remaining AT games may be added by winning an additional lottery (which is executed during an internal lottery in this embodiment).
[0105] In addition, the AT state may be started and ended according to a predetermined condition (for example, when a specific game state is reached), rather than being limited to a configuration using the number of AT sets or the number of remaining AT games.
[0106] <Processing Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.
[0107] <Main processing of main control unit> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 8. Note that Fig. 8 is a flowchart showing the flow of the main control unit main processing.
[0108] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 8 in accordance with the control program previously stored in the ROM 306.
[0109] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values for the WDT 314.
[0110] In step S103, a game start process is executed. In this process, whether or not a medal has been inserted (by hand or by operating the bet buttons 130, 132) is checked, and the winning line indicator lamp 120 is turned on in response to the insertion of a medal. Furthermore, if a medal has been inserted, preparations are made to send an insertion command to the first sub-control unit 400 indicating that a medal has been inserted. Note that if a replay was won in the previous game, a process is performed to insert the same number of medals as inserted in the previous game, eliminating the need for the player to insert medals. Furthermore, a check is made to see if the start lever 135 has been operated when the specified number of medals (3) have been used, and if the start lever 135 has been operated, the number of inserted medals and the active winning line are determined, and the game begins.
[0111] In step S105, various lottery processes, including internal winning role lottery processes, are executed. In this process, a lottery table for internal winning roles stored in ROM 306 is read according to the current RT, and an internal lottery (role lottery) is performed using this table and a random value obtained from the random number generating circuit 316 to determine the internal winning role. If any role (including an activated role) is internally won as a result of the internal lottery, the flag for that role is turned on. Also, in this step S105, preparations are made to send to the first sub-control unit 400 an internal lottery command including internal winning information indicating the result of the winning role internal lottery. For example, if a replay role (replay) is internally won, preparations are made to send to the first sub-control unit 400 an internal lottery command indicating that the replay role (replay) has been internally won. If the result of the winning role internal lottery is a loss (non-winning role), preparations are made to send to the first sub-control unit 400 an internal lottery command indicating a loss. In addition to information about the internal winning role, the internal winning command includes information about the current advantageous zone (including information about the number of remaining games, such as the number of remaining AT games, if the period is finite), and information that can identify the results of the AT lottery and the AT additional lottery. Of the above information, information about the number of remaining AT games may not be included in the internal winning command in non-AT states, but may be included in the internal winning command only in AT states. Furthermore, in AT states, the internal winning command, including an internal win on the push order bell (minor role 5), also includes operation instruction information that indicates the correct operation order (push order) of the stop buttons 137 to 139.
[0112] In step S111, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0113] In step S113, a reel rotation start process is executed on the condition that the game interval timer (which is subtracted in a timer update process described later) is 0, and the reels 110 to 112 start to rotate. When the reels 110 to 112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110 to 112 reach a predetermined rotation speed and the optical sensors provided on each reel detect the symbol positions on each reel, the stop operation of the stop buttons 137 to 139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.
[0114] In step S115, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S117.
[0115] In step S117, a winning determination process is performed. Here, if a symbol combination corresponding to a winning role is displayed on an activated winning line, it is determined that the winning role has been won. For example, if "watermelon-watermelon-watermelon" is aligned on an activated winning line, it is determined that minor role 1 has been won. After determining the winning role, preparations are made to send a winning command to the first sub-control unit 400.
[0116] In step S119, if any winning combination that entails a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.
[0117] In step S121, an RT update process is performed, in which the RT is changed based on the conditions shown in the state transition diagram in FIG.
[0118] In step S123, a game status update process is performed. Here, the status regarding the non-advantageous zone and advantageous zone described in FIG. 7 is updated based on the results of the game. For example, when there is a transition from normal state A to normal state B, the advantageous zone flag is set to ON, and when there is a transition from the AT state to normal state A, the advantageous zone flag is set to OFF. In addition, preparations are made to send a game status update command. This command includes information regarding RT, and information regarding the non-advantageous zone and advantageous zone (for example, the advantageous zone flag, the number of AT sets, and the number of remaining AT games).
[0119] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.
[0120] <Main control unit 300 timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 9. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0121] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start the main control unit timer interrupt processing at the predetermined period.
[0122] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0123] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0124] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.
[0125] In step S207, various game processes are executed, and processes are executed according to the interrupt status (various interrupt statuses are acquired based on signals from various sensors 318). For example, if the interrupt status is during medal insertion processing, medal insertion acceptance processing is performed, and if the interrupt status is during payout processing, medal payout processing is performed.
[0126] In step S209, a timer update process is performed, for example, a process of updating various timers by their respective time units, such as subtracting from a game interval timer.
[0127] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, etc., are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110-112, first to third press commands associated with acceptance of operation of stop buttons 137-139, first to third stop commands associated with stopping reels 110-112, winning command, payout number command and payout end command associated with medal payout processing, status update command), and command data (predetermined information corresponding to the command type).
[0128] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0129] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0130] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0131] In step S217, it is monitored whether the low voltage signal is ON or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.
[0132] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the main process of the main control unit shown in FIG.
[0133] Meanwhile, in step S221, information that needs to be saved, such as specific variables and stack pointers to return to the state at the time of power outage when power is restored, is saved in a specified area of RAM 308, a checksum value for a specified area that includes at least the used area of RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to on.
[0134] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 10. Figure 10(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 10(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 10(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0135] First, in step S301, various initial settings are performed. This initial setting is executed when the power is turned on. In this process, the initial setting of the input / output ports and initialization processing of the storage area in RAM 408 are performed. In this process, an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing RT update information, which is information indicating the game status, are respectively provided in RAM 408.
[0136] In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305.
[0137] In step S305, the timer variable is set to 0. In step S307, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0138] In step S309, performance control processing is performed. Here, performance data is expanded, and device data is set in a performance execution area provided in RAM 408, performance data is set in a performance reservation area provided in RAM 408, and performance data is set and control processing is executed based on received commands and the information contained in those commands. Note that the performance data set in the performance reservation area and the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content is changed based on the overwritten data.
[0139] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to the speakers 272 and 277, and the acquired control data is output to the sound source IC 418, thereby executing a sound performance.
[0140] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is acquired from the device data set in the performance execution area corresponding to each lamp 420, and the acquired control data is output to the drive circuit 422, thereby causing the lamp to perform a performance.
[0141] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424, thereby causing the shutter 163 to execute an effect.
[0142] In step S317, an information output process is performed based on the processing result of step S309 to set up the sending of a control command to the second sub-control unit 500. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to send this device data to the second sub-control unit 500, and the process returns to step S303.
[0143] Next, using Figure 10(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0144] Next, using Figure 10(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0145] In step S331, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 10(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0146] In step S333, the device data set in step S315 is sent to the second sub-control unit 500, and the random number values for performance are updated.
[0147] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 11. Figure 11(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 11(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 11(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 11(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0148] First, in step S401 of Fig. 11(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization process, the input / output ports are initialized, and a storage area in the RAM 508 is initialized.
[0149] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.
[0150] In step S405, 0 is assigned to the timer variable. In step S407, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.
[0151] In step S409, effect control processing is performed. Specifically, if a new command is received in step S407, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0152] In step S411, image control processing is performed based on the processing result of step S409. For example, if the performance data read out in step S409 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. This image control processing will be described later with reference to FIG. 11(d). When this image control processing is completed, the process returns to step S403.
[0153] Next, using Figure 11 (b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.
[0154] Next, using Figure 11(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0155] In step S417, 1 is added to the value of the timer variable storage area of RAM 508 described in step S403 in the second sub-control unit main processing shown in Figure 11(a) and stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0156] In step S419, the random number values for effect are updated.
[0157] Next, the image control processing of step S411 in the main processing of the second sub-control unit 500 will be described with reference to Figure 11(d). This figure is a flowchart showing the flow of the image control processing.
[0158] In step S421, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 518. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0159] In step S423, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S425; if not, the process waits for the transfer end interrupt signal to be input.
[0160] In step S425, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0161] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0162] In step S429, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; if not, the process waits for the generation completion interrupt signal to be input.
[0163] In step S431, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0164] <<Embodiment C>> Next, a gaming machine (slot machine) according to embodiment C will be described with reference to Figures 12 and 13. Note that for terms that overlap with other embodiments, the terms of this embodiment take precedence, and for descriptions that overlap with drawings other than Figures 12 and 13, the descriptions in Figures 12 and 13 take precedence.
[0165] <Notification means> Next, before describing the various notifications, the notification means provided in the slot machine 100 will be described.
[0166] <Notification means (display means)> The slot machine 100 is provided with a display means capable of displaying information as one of the notification means. Examples of the display means provided in the slot machine 100 include the liquid crystal display device (effect image display device) 157, the payout number display device 127, the stored number display device 125, and the game information display device 126, which are described with reference to Fig. 1, and these display means are configured with a liquid crystal display device, an LED, a segment display device, etc. in this example.
[0167] <Notification means (sound output means)> The slot machine 100 is provided with a sound output means capable of outputting sound as one of the notification means. Examples of the sound output means provided in the slot machine 100 include the speakers 272, 277 described with reference to FIG.
[0168] <Notification means (light emitting means)> The slot machine 100 is provided with a light-emitting means capable of emitting (outputting) light as one of the notification means. Examples of the light-emitting means provided in the slot machine 100 include the side lamp 144, title panel (lamp) 162, effect button 190, stop buttons 137 to 139, and start lever 135 described with reference to Fig. 1, as well as an upper lamp 142 (see Fig. 14) and reel backlights (not shown) of the reels 110 to 112. In this example, all of these light-emitting means are configured with LEDs.
[0169] The effect button 190, stop buttons (stop operation means) 137 to 139, and start lever 135 also function as operation means that can be operated by a player. The present invention is also applicable to pachinko machines, and examples of light-emitting means that pachinko machines are equipped with include frame lamps, effect buttons, and accessories.
[0170] <Stop instruction notification> Next, the stop instruction notification will be explained. Here, the stop instruction notification is a notification (for example, operation navigation) including a suggestion of a symbol to be stopped as a target, and the notification means of the gaming machine according to this embodiment may execute a first operation instruction notification including a suggestion of a first symbol to be stopped as a target, and a second operation instruction notification including a suggestion of a second symbol to be stopped as a target.
[0171] <First stop instruction notification> Figure 12 is a diagram showing a time series of examples of notifications when a first operation instruction notification is made in a certain game, and the state shown in Figure 12(a) is the state when the first operation instruction notification is executed in a certain game.
[0172] In this example, pressing the start lever 135 triggers the rotation of the reels 110 to 112, and when the AT lottery is won in the chance state, the first operation instruction notification ID1 is executed in the display area of the liquid crystal display device 157.
[0173] The first operation instruction notification is a notification that includes a suggestion of the first symbol that is the target to be stopped, and in this example, the first operation instruction notification ID1 includes a target symbol notification ID1a (in this example, a display including an image of the Seven 1 symbol and the string "Aim!") that prompts the player to perform a stopping operation on the stop buttons 137 to 139 so that the Seven 1 symbol (first symbol) is stopped and displayed on the winning line L1, and a push order notification ID1b that suggests the order in which the stop buttons 137 to 139 should be pressed (in this example, a display suggesting that the stopping operation should be performed in the order of middle stop button 138 → right stop button 139 → left stop button 137).
[0174] The first operation instruction notification is not limited to this example, and may be any notification including a notification suggesting the first pattern to be stopped. For example, it may be a notification that does not include the push order notification ID1b that suggests the order in which to press the stop buttons 137 to 139, or it may be a notification consisting of only a string of characters such as "Aim for the blue 7", and in addition to (or instead of) a notification by a display means, a notification by a sound output means such as speakers 272, 277 (for example, outputting a voice saying "Aim for the blue 7") may be applied.
[0175] Furthermore, the conditions for executing the first operation instruction notification are not limited to this example, and may be, for example, when a predetermined internal winning role is won (or a prize is awarded), when a specific game state is reached, when points are accumulated to a specified number (for example, 100 points), etc.
[0176] <First stop instruction notification → First stop mode → Execution of first notification> The state shown in FIG. 12(b-1) is a state in which the reels 110 to 112 are stopped in the first stopping pattern in a game in which the first operation instruction notification is executed.
[0177] The notification means of the gaming machine in this embodiment is configured to execute the first notification at least in a game when the reels stop in a first stopping pattern (in this example, the pattern combination "Seven 1-Seven 1-Seven 1") in a game in which a first operation instruction notification (in this example, first operation instruction notification ID1) is executed.
[0178] In the state shown in Figure 12 (b-1), in a game in which the first operation instruction notification ID1 (first operation instruction notification) is executed, the player follows the first operation instruction notification ID1 and performs the stopping operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, aiming for the Seven 1 symbol, and the reels 110 to 112 stop with the symbol combination (first stopping mode) of "Seven 1-Seven 1-Seven 1" (the symbol combination (first stopping mode) of "Seven 1-Seven 1-Seven 1" is aligned on the winning line L1), so the first notification RD1 (first notification; in this example, a display including an image of the Seven 1 symbol, the string "Get!", and an effect image) is executed.
[0179] Furthermore, in a game in which the first operation instruction notification is executed as a result of winning the AT lottery, the next time the reels 110 to 112 stop in the first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), the game transitions to the AT state and the AT game begins, as shown in Figure 12(d).
[0180] In this example, the first stopping pattern is a pattern in which the first symbol (in this example, the seven-one symbol) has stopped on all reels, but the present invention is not limited to this, and may be any other symbol combination including the first symbol that is the target to stop.
[0181] Furthermore, the first notification is not limited to this example, and may be, for example, a notification consisting of only a string of characters such as "Congratulations on the Blue 7," or in addition to (or instead of) a notification by a display means, a notification by a sound output means such as speakers 272, 277 (for example, outputting the voice "Congratulations on the Blue 7") or a notification by a light-emitting means such as upper lamp 142 or side lamp 144 (for example, flashing red) may be applied.
[0182] Furthermore, the timing of executing the first notification may be to execute the first operation instruction notification ID1 (first operation instruction notification) only in the game in which the reels stop in the first stopping pattern, or it may be executed in addition to that game, and in any game after that game.
[0183] <First stop instruction notification → Second stop mode → No first notification> The state shown in FIG. 12(b-4) is a state in which the reels 110 to 112 are stopped in the second stop pattern in a game in which the first operation instruction notification is executed.
[0184] The notification means of the gaming machine in this embodiment is configured so that when the reels stop in a second stopping pattern (in this example, the pattern combination "Seven 3-Seven 3-Seven 3") in a game in which a first operation instruction notification (in this example, first operation instruction notification ID1) is executed, the first notification is not executed at least in that game.
[0185] In the state shown in Figure 12 (b-4), in a game in which the first operation instruction notification ID1 (first operation instruction notification) is executed, the player does not follow the first operation instruction notification ID1, but instead aims for the Seven 3 symbol and performs the stop operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110 to 112 stop with the symbol combination of "Seven 3-Seven 3-Seven 3" (second stop mode) (the symbol combination of "Seven 3-Seven 3-Seven 3" (second stop mode) is aligned on the winning line L1), so the first notification RD1 (first notification; in this example, a display including an image of the Seven 1 symbol, the string "Get!", and an effect image) shown in Figure 12 (b-1) is not executed.
[0186] According to this example, when the reels stop in a first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1") in a game in which the first operation instruction notification (in this example, the first operation instruction notification ID1 shown in Figure 12(a)) is executed, the first notification (in this example, the first notification RD1 shown in Figure 12(b-1)) is executed at least in that game, while when the reels stop in a second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") in a game in which the first operation instruction notification is executed, the first notification is not executed at least in that game. Therefore, the notification can be executed in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented in advance.
[0187] Furthermore, the first stopping mode is a mode in which the first symbol (in this example, the Seven 1 symbol) has stopped on all reels, and the second stopping mode is a mode in which the second symbol (in this example, the Seven 3 symbol) has stopped on all reels, so the symbol suggested by the first operation instruction notification can be displayed in a stopped state, and the player will not be confused.
[0188] In this example, the second stopping pattern is a pattern in which the second symbol (in this example, the seven-three symbol) stops on all reels, but the present invention is not limited to this, and it may be another symbol combination that does not include the first symbol that is the target to stop.
[0189] In addition, the timing for not executing the first notification may be only for the game in which the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the second stopping pattern, or it may be non-executed in any game after that game in addition to that game.
[0190] <First stop instruction notification → fourth stop mode → no first notification> The state shown in FIG. 12(b-2) is a state in which the reels 110 to 112 are stopped in the fourth stop pattern in a game in which the first operation instruction notification is executed.
[0191] The notification means of the gaming machine in this embodiment is configured so that when the reels stop in a fourth stopping pattern (in this example, a stopping pattern other than the first, second, and third stopping patterns (so-called scattered patterns)) during a game in which a first operation instruction notification (in this example, first operation instruction notification ID1) is executed, the first notification is not executed at least during that game.
[0192] In the state shown in Figure 12(b-2), in a game in which the first operation instruction notification ID1 (first operation instruction notification) is executed, the player follows the first operation instruction notification ID1 and performs the stop operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, aiming for the Seven 1 symbol (or the player performs the stop operation of the stop buttons 137-139 without following the first operation instruction notification ID1), and the reels 110-112 stop with the symbol combination of "Bell-Seven 1-Replay" (fourth stop mode) (the symbol combination of "Bell-Seven 1-Replay" (fourth stop mode) is aligned on the winning line L1), so the first notification RD1 (first notification; in this example, a display including an image of the Seven 1 symbol, the string of characters "Get!", and an effect image) shown in Figure 12(b-1) is not executed.
[0193] According to this example, when the reels stop in a fourth stop mode (in this example, a stop mode other than the first, second, and third stop modes (so-called scattered patterns)) in which specific patterns are not aligned on all reels in a game in which the first operation instruction notification (in this example, the first operation instruction notification ID1 shown in Figure 12(a)) is executed, the first notification (in this example, the first notification RD1 shown in Figure 12(b-1)) is not executed at least in that game, so that the notification can be made in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented in advance.
[0194] In this example, the fourth stopping mode is a mode in which all reels stop without a specific pattern (in this example, any one of the seven-one, seven-two, or seven-three patterns) being lined up, but the present invention is not limited to this, and the mode in which all reels stop without a specific pattern being lined up may also be a mode in which all reels stop without a specific pattern being lined up.
[0195] In addition, the timing for not executing the first notification may be only for the game in which the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the fourth stopping pattern, or it may be non-executed in any game after that game in addition to that game.
[0196] <First stop instruction notification → Third stop mode → Execution of third notification> The state shown in FIG. 12(b-3) is a state in which the reels 110 to 112 are stopped in the third stop pattern in a game in which the first operation instruction notification is executed.
[0197] The notification means of the gaming machine in this embodiment is configured to execute the third notification at least in a game when the reels stop in a third stopping pattern (in this example, the pattern combination "Seven 2-Seven 2-Seven 2") in a game in which a first operation instruction notification (in this example, first operation instruction notification ID1) is executed.
[0198] In the state shown in Figure 12 (b-3), in a game in which the first operation instruction notification ID1 (first operation instruction notification) is executed, the player does not follow the first operation instruction notification ID1, but instead aims for the Seven 2 symbol and performs the stop operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110 to 112 stop with the symbol combination of "Seven 2-Seven 2-Seven 2" (third stop mode) (the symbol combination of "Seven 2-Seven 2-Seven 2" (third stop mode) is aligned on the winning line L1), so the third notification RD3 (third notification; in this example, a display including an image of the Seven 2 symbol, the string "Get!", and an effect image) is executed.
[0199] Furthermore, in a game in which the first operation instruction notification is executed as a result of winning the AT lottery, the next time the reels 110 to 112 stop in the third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2"), the game will transition to the AT state and the AT game will begin, as shown in Figure 12(d).
[0200] According to this example, when the reels stop in a third stop pattern (in this example, the pattern combination "Seven 2-Seven 2-Seven 2") in which the third pattern (in this example, the Seven 2 pattern) has stopped on all reels in a game in which the first operation instruction notification (in this example, the first operation instruction notification ID1 shown in Figure 12(a)) is executed, the third notification (in this example, the third notification RD3 shown in Figure 12(b-3)) is executed at least in that game, making it seem as if the reels have stopped in the first stop pattern in which the first notification is executed, thereby increasing the player's interest.
[0201] In this example, the third stopping pattern is a pattern in which the third symbol (in this example, the seven-two symbol) has stopped on all reels, but the present invention is not limited to this, and may be any other symbol combination that does not include the first symbol that is the target to stop.
[0202] Furthermore, the third notification is not limited to this example, and may be, for example, a notification consisting of only a string of characters such as "Congratulations on Red 7," or in addition to (or instead of) a notification by a display means, a notification by a sound output means such as speakers 272, 277 (for example, outputting the voice "Congratulations on Red 7") or a notification by a light-emitting means such as upper lamp 142 or side lamp 144 (for example, flashing yellow light) may be applied.
[0203] Furthermore, the timing of executing the third notification may be only when the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the third stopping pattern, or it may be executed in addition to that game, and in any game after that game.
[0204] <Temporary suspension of the first suspension mode> The state shown in Figure 12 (c-2) is the state in which reel presentation is being performed in the next game after the reels 110 to 112 have stopped in the second stopping pattern in the game in which the first operation instruction notification has been executed, and Figure 12 (c-1) is the state in which reel presentation is being performed in the next game after the reels 110 to 112 have stopped in the fourth stopping pattern in the game in which the first operation instruction notification has been executed.
[0205] The gaming machine of this embodiment is configured so that after the reels stop in the second stopping mode (or after the reels stop in the fourth stopping mode), they stop in the first stopping mode (in this example, the pattern combination of "Seven 1-Seven 1-Seven 1") as a reel presentation.
[0206] In the state shown in Figure 12(c-2), as shown in Figure 12(a), after the first operation instruction notification ID1 is executed in a certain game, as shown in Figure 12(b-4), the reels 110 to 112 stop in the pattern combination of "Seven 3-Seven 3-Seven 3" (second stop mode) rather than the first stop mode (in this example, the pattern combination of "Seven 1-Seven 1-Seven 1"), as shown in Figure 12(b-4), so the first notification RD1 shown in Figure 12(b-1) is not executed, but in the next game of the certain game, the reel presentation is started in response to the pressing of the start lever 135, and the reel presentation stops (temporarily stops) in the first stop mode (in this example, the pattern combination of "Seven 1-Seven 1-Seven 1"), and after the first notification RD1 is executed, the AT game starts.
[0207] According to this example, the reels can be stopped in the second stop mode and then in the first stop mode, which increases the interest of the player. Furthermore, even if the reels stop in the second stop mode in a certain game, the first notification can be executed in the next game or later of the certain game, which can surprise the player.
[0208] Also, in the state shown in Figure 12(c-1), as shown in Figure 12(a), after the first operation instruction notification ID1 is executed in a certain game, as shown in Figure 12(b-2), the reels 110 to 112 stop in the pattern combination of "bell-seven 1-replay" (fourth stop pattern) rather than the first stop pattern (in this example, the pattern combination of "seven 1-seven 1-seven 1"), so the first notification RD1 shown in Figure 12(b-1) is not executed, but in the next game of the certain game, the reel presentation is started in response to the pressing of the start lever 135, and the reel presentation stops (temporarily stops) in the first stop pattern (in this example, the pattern combination of "seven 1-seven 1-seven 1"), and after the first notification RD1 is executed, the AT game starts.
[0209] According to this example, the reels can be stopped in the first stop mode after stopping in the fourth stop mode, which increases the interest of the player. Furthermore, even if the reels stop in the fourth stop mode in a certain game, the first notification can be executed in the next game or later of the certain game, which can surprise the player.
[0210] <Second stop instruction notification> Figure 13 is a diagram showing a time series of examples of notifications when a second operation instruction notification is made in a certain game, and the state shown in Figure 13(a) is the state when the second operation instruction notification is executed in a certain game.
[0211] In this example, pressing the start lever 135 triggers the rotation of the reels 110 to 112, and when the super AT lottery is won in the chance state, a second operation instruction notification ID2 is executed in the display area of the liquid crystal display device 157.
[0212] The second operation instruction notification is a notification that includes a suggestion of the second symbol that is the target to be stopped, and in this example, the second operation instruction notification ID2 includes a target symbol notification ID2a (in this example, a display including an image of the seven-three symbol and the string "Aim!") that prompts the player to perform a stopping operation on the stop buttons 137 to 139 so that the seven-three symbol (second symbol) is stopped and displayed on the winning line L1, and a push order notification ID2b that suggests the order in which to press the stop buttons 137 to 139 (in this example, a display suggesting that the stopping operation should be performed in the order of middle stop button 138 → right stop button 139 → left stop button 137).
[0213] The second operation instruction notification is not limited to this example, and may be any notification including a notification suggesting the second pattern to be stopped. For example, it may be a notification that does not include the push order notification ID2b that suggests the order in which to press the stop buttons 137 to 139, or it may be a notification consisting of only a string of characters such as "Aim for the gold 7", or in addition to (or instead of) a notification by a display means, a notification by a sound output means such as speakers 272, 277 (for example, outputting a voice saying "Aim for the gold 7") may be applied.
[0214] Furthermore, the conditions for executing the second operation instruction notification are not limited to this example, and may be, for example, when a predetermined internal winning role is won (or a prize is awarded), when a specific game state is reached, when points are accumulated to a specified number (for example, 100 points), etc.
[0215] <Second stop instruction notification → second stop mode → execution of second notification> The state shown in FIG. 13(b-4) is a state in which the reels 110 to 112 are stopped in the second stop pattern in a game in which the second operation instruction notification is executed.
[0216] The notification means of the gaming machine in this embodiment is configured to execute the second notification at least in a game when the reels stop in a second stopping pattern (in this example, the pattern combination "Seven 3-Seven 3-Seven 3") in a game in which a second operation instruction notification (in this example, second operation instruction notification ID2) is executed.
[0217] In the state shown in Figure 13 (b-4), in a game in which the second operation instruction notification ID2 (second operation instruction notification) is executed, the player follows the second operation instruction notification ID2 and performs the stopping operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, aiming for the Seven 3 symbol, and the reels 110 to 112 stop with the symbol combination (second stopping mode) of "Seven 3-Seven 3-Seven 3" (the symbol combination (second stopping mode) of "Seven 3-Seven 3-Seven 3" is aligned on the winning line L1), so the second notification RD2 (second notification; in this example, a display including an image of the Seven 3 symbol, the string "Get!", and an effect image) is executed.
[0218] Furthermore, in a game in which the second operation instruction notification is executed as a result of winning the Super AT lottery, the next time the reels 110 to 112 stop in the second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3"), as shown in Figure 13(d), the game will transition to the Super AT state, which is more advantageous to the player than the AT state, and the Super AT game will begin.
[0219] As mentioned above, the next time the reel is played after stopping in the first stopping mode (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), it will transition to the AT state, whereas the next time the reel is played after stopping in the second stopping mode (in this example, the symbol combination "Seven 3-Seven 3-Seven 3"), it will transition to the super AT state, which is more advantageous to the player than the AT state. Therefore, the second stopping mode (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") has a higher value as a symbol combination than the first stopping mode (in this example, the symbol combination "Seven 1-Seven 1-Seven 1").
[0220] Furthermore, since the next play after stopping at the third stopping pattern (in this example, the pattern combination "Seven 2-Seven 2-Seven 2") will transition to the AT state, the first stopping pattern (in this example, the pattern combination "Seven 1-Seven 1-Seven 1") and the third stopping pattern (in this example, the pattern combination "Seven 2-Seven 2-Seven 2") have the same value as pattern combinations.
[0221] In this example, the second stopping pattern is a pattern in which the second symbol (in this example, the seven-three symbol) has stopped on all reels, but the present invention is not limited to this, and may be any other symbol combination including the second symbol that is the target to stop.
[0222] Furthermore, the second notification is not limited to this example, and may be, for example, a notification consisting of only a string of characters such as "Congratulations on Friday 7," or in addition to (or instead of) notification by a display means, notification by a sound output means such as speakers 272, 277 (for example, outputting the voice "Congratulations on Friday 7") or notification by a light-emitting means such as upper lamp 142 or side lamp 144 (for example, flashing red) may be applied.
[0223] Furthermore, the timing of the execution of the second notification may be to execute the second operation instruction notification ID2 (second operation instruction notification) only in the game in which the reels stop in the second stopping pattern, or it may be executed in addition to that game, and in any game after that game.
[0224] <Second stop instruction notification → First stop mode → No second notification> The state shown in FIG. 13(b-1) is a state in which the reels 110 to 112 are stopped in the first stop pattern in a game in which the second operation instruction notification is executed.
[0225] The notification means of the gaming machine in this embodiment is configured so that when the reels stop in a first stopping pattern (in this example, the pattern combination "Seven 1-Seven 1-Seven 1") in a game in which a second operation instruction notification (in this example, second operation instruction notification ID2) is executed, the second notification is not executed at least in that game.
[0226] In the state shown in Figure 12 (b-1), in a game in which the second operation instruction notification ID2 (second operation instruction notification) is executed, the player does not follow the second operation instruction notification ID2, but instead aims for the Seven 1 symbol and performs the stopping operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110 to 112 stop with the symbol combination of "Seven 1-Seven 1-Seven 1" (first stopping mode) (the symbol combination of "Seven 1-Seven 1-Seven 1" (first stopping mode) is aligned on the winning line L1), so the second notification RD2 (second notification; in this example, a display including an image of the Seven 3 symbol, the string "Get!", and an effect image) shown in Figure 13 (b-4) is not executed.
[0227] According to this example, when the reels stop in the second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") in a game in which the second operation instruction notification (in this example, the second operation instruction notification ID2 shown in Figure 13(a)) is executed, the second notification (in this example, the second notification RD2 shown in Figure 12(b-4)) is executed at least in that game, while when the reels stop in the first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1") in a game in which the second operation instruction notification is executed, the second notification is not executed at least in that game. Therefore, the notification can be executed in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented in advance.
[0228] Furthermore, the first stopping mode is a mode in which the first symbol (in this example, the Seven 1 symbol) has stopped on all reels, and the second stopping mode is a mode in which the second symbol (in this example, the Seven 3 symbol) has stopped on all reels, so the symbol suggested by the second operation instruction notification can be displayed in a stopped state, and the player will not be confused.
[0229] In this example, the first stopping pattern is a pattern in which the first symbol (in this example, the seven-one symbol) has stopped on all reels, but the present invention is not limited to this, and other symbol combinations that do not include the first symbol that is the target to stop may also be used.
[0230] In addition, the timing for not executing the second notification may be only for the game in which the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the first stopping pattern, or it may be non-executed in any game after that game in addition to that game.
[0231] <Second stop instruction notification → fourth stop mode → non-execution of second notification> The state shown in FIG. 13(b-2) is a state in which the reels 110 to 112 are stopped in the fourth stop pattern in a game in which the second operation instruction notification is executed.
[0232] The notification means of the gaming machine in this embodiment is configured so that when the reel stops in a fourth stopping pattern (in this example, a stopping pattern other than the first stopping pattern, the second stopping pattern, and the third stopping pattern (so-called scattered patterns)) in a game in which a second operation instruction notification (in this example, second operation instruction notification ID2) is executed, the second notification is not executed at least in that game.
[0233] In the state shown in Figure 13(b-2), in a game in which the second operation instruction notification ID2 (second operation instruction notification) is executed, the player follows the second operation instruction notification ID2 and performs the stop operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, aiming for the Seven3 symbol (or the player performs the stop operation of the stop buttons 137 to 139 without following the second operation instruction notification ID2), and the reels 110 to 112 stop with the symbol combination of "Bell-Seven1-Replay" (fourth stop mode) (the symbol combination of "Bell-Seven1-Replay" (fourth stop mode) is aligned on the winning line L1), so the second notification RD2 (second notification; in this example, a display including an image of the Seven3 symbol, the string of characters "Get!", and an effect image) shown in Figure 13(b-4) is not executed.
[0234] According to this example, when the reels stop in a fourth stop mode (in this example, a stop mode other than the first, second, and third stop modes (so-called scattered patterns)) in which specific patterns are not aligned on all reels in a game in which the second operation instruction notification (in this example, the second operation instruction notification ID2 shown in Figure 13(a)) is executed, the second notification (in this example, the second notification RD2 shown in Figure 13(b-4)) is not executed at least in that game, so that the notification can be made in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented in advance.
[0235] In this example, the fourth stopping mode is a mode in which all reels stop without a specific pattern (in this example, any one of the seven-one, seven-two, or seven-three patterns) being lined up, but the present invention is not limited to this, and the mode in which all reels stop without a specific pattern being lined up may also be a mode in which all reels stop without a specific pattern being lined up.
[0236] In addition, the timing for not executing the second notification may be only when the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the fourth stopping pattern, or it may be non-executed in any game after that game in addition to that game.
[0237] <Second stop instruction notification → third stop mode → non-execution of second notification> The state shown in FIG. 13(b-3) is a state in which the reels 110 to 112 are stopped in the third stop pattern in a game in which the second operation instruction notification is executed.
[0238] The notification means of the gaming machine in this embodiment is configured so that when the reels stop in a third stopping pattern (in this example, the pattern combination "Seven 2-Seven 2-Seven 2") in a game in which a second operation instruction notification (in this example, second operation instruction notification ID2) is executed, the second notification is not executed at least in that game.
[0239] In the state shown in Figure 13 (b-3), in a game in which the second operation instruction notification ID2 (second operation instruction notification) is executed, the player does not follow the second operation instruction notification ID2, but instead aims for the Seven 2 symbol and performs the stopping operation in the order of the middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110 to 112 stop with the symbol combination of "Seven 2-Seven 2-Seven 2" (third stopping mode) (the symbol combination of "Seven 2-Seven 2-Seven 2" (third stopping mode) is aligned on the winning line L1), so the second notification RD2 (second notification; in this example, a display including an image of the Seven 3 symbol, the string "Get!", and an effect image) shown in Figure 13 (b-4) is not executed.
[0240] According to this example, when the reels stop in a third stopping mode (in this example, the pattern combination "Seven 2-Seven 2-Seven 2") in which specific patterns are not aligned on all reels in a game in which the second operation instruction notification (in this example, the second operation instruction notification ID2 shown in Figure 13(a)) is executed, the second notification (in this example, the second notification RD2 shown in Figure 13(b-4)) is not executed at least in that game, so that the notification can be made in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented in advance.
[0241] In this example, the third stopping pattern is a pattern in which the third symbol (in this example, the seven-two symbol) has stopped on all reels, but the present invention is not limited to this, and may be any other symbol combination that does not include the first symbol that is the target to stop.
[0242] Furthermore, the timing for not executing the second notification may be only for the game in which the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the third stopping pattern, or it may be non-executed in any game after that game in addition to that game.
[0243] <Temporary suspension of the second suspension mode> The state shown in Figure 13(c) is a state in which reel presentation is being executed in the next game after the reels 110 to 112 stop in a stop mode other than the second stop mode (in this example, any of the first, third, or fourth stop modes) in a game in which the second operation instruction notification is executed.
[0244] The gaming machine of this embodiment is configured so that after the reels stop in a stopping mode other than the second stopping mode, they stop in the second stopping mode (in this example, the pattern combination of "Seven 3-Seven 3-Seven 3") as a reel presentation.
[0245] For example, as shown in Figure 13(a), after executing the second operation instruction notification ID2 in a certain game, if the reels 110 to 112 stop in the pattern combination of "Seven 1-Seven 1-Seven 1" (first stop mode) instead of the second stop mode (in this example, the pattern combination of "Seven 3-Seven 3-Seven 3") as shown in Figure 13(b-1), the second notification RD2 shown in Figure 13(b-4) is not executed, but as shown in Figure 13(c), in the next game of a certain game, the reel presentation is started in response to the pressing of the start lever 135, and the reel presentation stops (temporarily stops) in the second stop mode (in this example, the pattern combination of "Seven 3-Seven 3-Seven 3"), and after executing the second notification RD2, the super AT game is started.
[0246] According to this example, the reels can be stopped in the second stop mode after stopping in a stop mode other than the second stop mode, which increases the interest of the player. Also, even if the reels stop in a stop mode other than the second stop mode in a certain game, the second notification can be executed in the next or subsequent games of the certain game, which can surprise the player.
[0247] As explained above, the gaming machine according to this embodiment (for example, the slot machine shown in FIG. 1) is a gaming machine that includes reels (for example, the reels 110 to 112 shown in FIG. 1), stop operation means (for example, the stop buttons 137 to 139 shown in FIG. 1), and notification means (for example, the liquid crystal display device 157 shown in FIG. 1, the speakers 272 and 277 shown in FIG. 3, and various lamps), and the notification means may execute a first operation instruction notification (for example, the first operation instruction notification ID1 shown in FIG. 12(a)), and the first operation instruction notification may be a notification indicating a first symbol (for example, a seven-one symbol) that is to be stopped. The gaming machine is characterized in that it is provided with an alert including: an alert including: when the reels stop in a first stopping pattern (for example, a symbol combination of "seven 1-seven 1-seven 1") in a game in which the first operation instruction alert is executed, the alert means is a means for executing a first alert (for example, a first alert RD1 shown in Figure 12 (b-1)) at least in the game in which the first operation instruction alert is executed; and when the reels stop in a second stopping pattern (for example, a symbol combination of "seven 3-seven 3-seven 3") in a game in which the first operation instruction alert is executed, the alert means is a means for not executing the first alert at least in the game in which the first operation instruction alert is executed.
[0248] According to the gaming machine of this embodiment, when the reels stop in a first stopping mode in a game in which the first operation instruction notification is executed, the first notification is executed at least in that game, while when the reels stop in a second stopping mode in a game in which the first operation instruction notification is executed, the first notification is not executed at least in that game. Therefore, the notification can be executed in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented in advance.
[0249] Furthermore, the first stopping pattern may be a pattern in which the first symbol (for example, a Seven 1 symbol) stops on all reels, and the second stopping pattern may be a pattern in which the second symbol (for example, a Seven 3 symbol) stops on all reels.
[0250] With this configuration, the symbol suggested by the first operation instruction notification can be displayed statically, and the player will not be confused.
[0251] In addition, the notification means is a means for executing a third notification (for example, the third notification RD3 shown in Figure 12 (b-3)) at least in a game in which the reels stop in a third stopping pattern (for example, the pattern combination ``Seven 2-Seven 2-Seven 2'') in a game in which the first operation instruction notification is executed, and the third stopping pattern may be a pattern in which a third pattern (for example, the Seven 2 pattern) stops on all reels.
[0252] With this configuration, the player can believe that the reels have stopped in the first stopping mode in which the first notification is executed, thereby increasing the player's interest.
[0253] Furthermore, the notification means is a means for not executing the first notification at least in a game when the reels stop in a fourth stopping pattern (for example, a stopping pattern other than the first, second, and third stopping patterns (so-called scattered patterns)) in a game in which the first operation instruction notification is executed, and the fourth stopping pattern may be a pattern in which all reels stop without a specific pattern (for example, any one of the seven-one pattern, seven-two pattern, and seven-three pattern) being aligned.
[0254] With this configuration, the notification can be made in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented.
[0255] Furthermore, after the reels have stopped in the second stopping mode, they may stop in the first stopping mode as a reel effect.
[0256] With this configuration, the reels can be stopped in the second stopping mode and then in the first stopping mode, which can increase the player's interest.
[0257] Furthermore, the notification means may be a means that may execute a second operation instruction notification (for example, second operation instruction notification ID2 shown in Figure 13(a)), and the second operation instruction notification is a notification that includes an indication of the second pattern that is the target to be stopped, and the notification means may be a means that executes a second notification (for example, second notification RD2 shown in Figure 13(b-4)) at least in a game in which the second operation instruction notification is executed when the reel stops in the second stopping pattern (for example, the pattern combination ``Seven 3-Seven 3-Seven 3''), and the notification means may be a means that does not execute the second notification at least in a game in which the second operation instruction notification is executed when the reel stops in the first stopping pattern (for example, the pattern combination ``Seven 1-Seven 1-Seven 1'').
[0258] With this configuration, the notification can be made in a way that does not mislead the player, the player will not misunderstand, and a decline in the player's motivation to play can be prevented.
[0259] In addition, the first operation instruction notification and the second operation instruction notification are not limited to notifications that include a suggestion of the pattern to be stopped, but may also be notifications that include, for example, the order in which the stop operation means is pressed (for example, "middle → right → left," "middle!!," "press middle," etc.).
[0260] Furthermore, the third stop mode or the fourth stop mode may be a mode in which the first symbol (e.g., a Seven 1 symbol) and the second symbol (e.g., a Seven 3 symbol) do not stop on all of the reels.
[0261] Furthermore, all, multiple, or one of the first stop pattern, the second stop pattern, the third stop pattern, and the fourth stop pattern may be configured to include a specific letter, number, or figure (for example, the number 7).
[0262] With this configuration, the stopping patterns are similar, which may increase the player's sense of expectation.
[0263] In addition, the reels may be configured to be able to stop in the first stopping pattern (for example, the symbol combination "Seven 1-Seven 1-Seven 1") when (or only when) a stop operation of the stop operation means is performed in accordance with the first operation instruction notification (for example, first operation instruction notification ID1 shown in Figure 12(a)) and a first role (for example, a 1-piece role (minor role 6)) is won, by being provided with a lottery means capable of conducting an internal lottery.
[0264] In addition, in a game in which a second role (for example, a 1-coin role (small role 8)) is won, the reels may be configured to be able to stop in the second stopping pattern (for example, a symbol combination of "seven 3-seven 3-seven 3") when (or only when) a stop operation of the stop operation means is performed in accordance with the second operation instruction notification (for example, second operation instruction notification ID2 shown in Figure 13(a)).
[0265] In addition, in a game in which a third role (for example, a 1-coin role (small role 7)) is won, the reels may be configured to be able to stop in the third stopping pattern (for example, a symbol combination of "Seven 2-Seven 2-Seven 2") if (or only if) the stop operation of the stop operation means is performed without following the first operation instruction notification (for example, first operation instruction notification ID1 shown in Figure 12(a)).
[0266] <<Embodiment D>> Next, a gaming machine (slot machine) according to embodiment D will be described with reference to Figures 14 to 16. Note that for terms that overlap with other embodiments, the terms of this embodiment take precedence, and for descriptions that overlap with drawings other than Figures 14 to 16, the descriptions in Figures 14 to 16 take precedence.
[0267] <Notification means> Next, prior to describing various notifications, we will explain notification means provided in the slot machine 100. Figure 14(a) is a front view of the slot machine 100 in a state where the setting key is turned from OFF to ON while the power is OFF.
[0268] <Notification means (display means)> The slot machine 100 is provided with a display means capable of displaying information as one of the notification means. Examples of the display means provided in the slot machine 100 include a liquid crystal display device (effect image display device) 157 shown in Fig. 14(a) and a setting value display device 101a, as well as the payout number display device 127, the stored number display device 125, and the game information display device 126 described with reference to Fig. 1, and in this example, these display means are configured with a liquid crystal display device, an LED, a segment display device, etc.
[0269] <Notification means (sound output means)> The slot machine 100 is provided with a sound output means capable of outputting sound as one of the notification means. Examples of the sound output means provided in the slot machine 100 include speakers 272, 277 shown in Figure 14(a).
[0270] <Notification means (light emitting means)> The slot machine 100 is provided with a light-emitting means capable of emitting (outputting) light as one of the notification means. Examples of the light-emitting means provided in the slot machine 100 include the upper lamp 142, side lamp 144, and title panel (lamp) 162 shown in Fig. 14(a), as well as the effect button 190, stop buttons 137 to 139, start lever 135, and reel backlights (not shown) of the reels 110 to 112 described with reference to Fig. 1, and in this example, all of these light-emitting means are configured with LEDs.
[0271] The effect button 190, stop buttons (stop operation means) 137 to 139, and start lever 135 also function as operation means that can be operated by a player. The present invention is also applicable to pachinko machines, and examples of light-emitting means that pachinko machines are equipped with include frame lamps, effect buttons, and accessories.
[0272] <Settings change / settings confirmation mode> Next, before explaining various notifications, the setting change / setting confirmation mode will be explained.
[0273] The gaming machine of this embodiment can transition to a state (setting change mode) in which the setting value can be changed (setting change) when the front door 102 (door body) is opened and a certain operation (turning from off to on) is performed using the setting key provided inside the main body 101 and the power is turned on (or when the setting key is turned from off to on before a predetermined time has elapsed after the power is turned on (before the control unit checks the on / off state of the setting key)).
[0274] Here, changing the setting means changing the setting value of the gaming machine. In this example, the setting value (one of setting 1 to setting 6) is displayed on the setting value display device 101a, and each time a press operation using the operating means (setting switch) is detected, the currently set setting value 1 to 6 is incremented by 1, and when the setting value exceeds 6, it returns to 1, and this process is repeated to change the setting value.
[0275] Furthermore, in the setting change mode, when a pressing operation is received using the operating means (in this example, the start lever 135), the setting value is confirmed, and when a certain operation using the setting key is released (in this example, when the setting key is removed after an operation to change it from on to off has been performed), the state in which the setting value can be changed (setting change mode) ends, and the game transitions to a normal game state in which normal play is possible. Note that "releasing a certain operation" is not limited to "the operation of removing the setting key after performing an operation to change the setting key from on to off", but may also be "the operation of changing the setting key from on to off".
[0276] In addition, if the operation means (start lever 135) is operated without pressing the operation means (setting switch), or if the setting value goes through one cycle (for example, setting 5 → setting 6 → setting 1 → ... → setting 5) by repeatedly pressing the operation means (setting switch) and then the operation means (start lever 135) is operated, the setting will be the same as the previous setting.
[0277] The gaming machine of this embodiment can transition to a state (setting confirmation mode) in which the setting values can be confirmed (setting confirmation) when the front door 102 (door body) is opened, the power is turned on, and then a certain operation (turning from off to on) is performed using the setting key located inside the main body 101.
[0278] Here, setting confirmation means checking the setting value of the gaming machine, and in this example, by pressing the operating means (setting switch), the setting value can be confirmed by displaying the initially set setting value (for example, setting 1) or the setting value set by changing the setting (any of settings 1 to 6) on the setting value display device 101a.
[0279] Furthermore, in the setting confirmation mode, when a certain operation using the setting key is released (in this example, the setting key is removed after the operation to change it from on to off) and the front door 102 is closed, the state in which the setting values can be confirmed (setting confirmation mode) ends and the game transitions to a normal game state in which normal play is possible. Note that "release of a certain operation" is not limited to "the operation of removing the setting key after the operation to change it from on to off" but may also be "the operation of changing the setting key from on to off".
[0280] In this specification, the setting change mode in which settings can be changed and the setting confirmation mode in which settings can be confirmed are sometimes collectively referred to as the setting change / setting confirmation mode, and the setting change / setting confirmation mode includes a setting change mode in which only settings can be changed, a setting confirmation mode in which only settings can be confirmed, and a mode in which both settings can be changed and confirmed.
[0281] <Various notifications> Next, various notifications that can be performed by the gaming machine according to this embodiment will be described with reference to FIGS.
[0282] <Various notifications / First status, First notification> The notification means of the gaming machine in this embodiment is configured to execute a first notification in a first state in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted.
[0283] Here, the first state is a state in which the detection means (in this example, an open / close sensor) detects that the door (in this example, the front door 102) is open.
[0284] FIG. 14(b) is a front view showing an example in which the first notification is executed in the first state.
[0285] In this example, when a certain operation (turning from off to on) is performed using the setting key, the power is turned from off to on, and the device transitions to a state where settings can be changed (setting change mode), resulting in a first state (in this example, a state in which the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, and a first notification is issued in this first state.
[0286] The notification mode of the first notification is not particularly limited, but in this example, the first notification IF1 executes the first display notification IF1a by displaying a message including the string "Settings changing" in the display area of the liquid crystal display device 157, executes the first voice notification IF1b by outputting the voice "Settings changing" from the speakers 272, 277, and executes the first light emission notification IF1c by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0287] Furthermore, since the state has shifted to one in which the setting can be changed, the setting value display device 101a displays a numerical value (1 in this example) indicating the current setting value (setting 1 in this example).
[0288] The notification mode of the first notification is not limited to this example, and may be one, more, or all of the following: notification by a display means (liquid crystal display device), notification by a sound output means (speaker), and notification by a light emitting means (lamp), or in addition to (or instead of) these, notification by a movable body may also be performed.
[0289] Furthermore, the first notification is not limited to a notification suggesting that a setting change is in progress, but may be, for example, a display suggesting that operations related to the setting change are possible (for example, a display including a string such as "Setting change operations are possible" or a display including a string such as "Operation of the setting switch is valid").
[0290] <Various notifications / second state, second notification> The notification means of the gaming machine in this embodiment is configured to execute a second notification in a second state in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted.
[0291] Here, the second state is a state in which the detection means (in this example, an open / close sensor) detects that the door (in this example, the front door 102) is closed.
[0292] FIG. 14(c) is a front view showing an example in which the second notification is executed in the second state.
[0293] In this example, after a certain operation (turning from off to on) is performed using the setting key, the power is turned from off to on, and the device transitions to a state where settings can be changed (setting change mode), and then the front door 102 is closed, resulting in a second state (in this example, a state in which the front door 102 is closed and the opening / closing sensor detects that the front door 102 is closed) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, and a second notification is issued in this second state.
[0294] The notification mode of the second notification is not particularly limited, but in this example, the second notification IF2 executes the second display notification IF2a by displaying a display including the string "Please make setting changes with the door open using the door key" in the display area of the liquid crystal display device 157, executes the second voice notification IF2b by outputting a voice from speakers 272, 277 saying "Please make setting changes with the door open using the door key", and executes the second light emission notification IF2c by turning on all upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0295] Furthermore, since the setting value was changed from setting 1 to setting 2 after the state shifted to one in which the setting could be changed, the setting value display device 101a displays a number (in this example, 2) indicating the current setting value (in this example, setting 2).
[0296] According to this example, the notification means executes a first notification in a first state in which it is possible to accept operations related to setting changes (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in an open state), and executes a second notification different from the first notification in a second state in which it is possible to accept operations related to setting changes (in this example, a state in which the front door 102 is in a closed state and the opening / closing sensor has detected that the front door 102 is in a closed state).Therefore, based on the notification mode by the notification means, a store employee at the gaming facility can grasp the state of the gaming machine at the time of the setting change and can execute the setting change appropriately.
[0297] Furthermore, the first state is a state in which the detection means (in this example, an open / close sensor) detects that the door (in this example, the front door 102) is open, and the second state is a state in which the detection means detects that the door is closed, and because the notification differs depending on whether the door is open or closed, a store employee at the gaming establishment can appropriately change the settings. Also, because the notification differs depending on whether the door is open or closed while the gaming establishment is open, a store employee at the gaming establishment may be able to notice fraudulent behavior by a fraudster.
[0298] The second state is not limited to a state in which the front door 102 is in a closed state and the opening / closing sensor detects that the front door 102 is in a closed state, but may also be a state in which the front door 102 is in an open state and the opening / closing sensor detects that the front door 102 is in a closed state.
[0299] According to this example, in the second state (in this example, a state in which the opening / closing sensor detects that the front door 102 is closed), the door (in this example, the front door 102) may be closed or open, and even if the door is artificially closed by a fraudster while the amusement parlor is open, the second alarm is issued, so that a staff member at the amusement parlor may be able to notice the fraudulent activity of the fraudster.
[0300] Furthermore, the notification mode of the second notification is not limited to this example, and may be one, more than one, or all of the following: notification by a display means (liquid crystal display device), notification by a sound output means (speaker), and notification by a light emitting means (lamp), or in addition to (or instead of) these, notification by a movable body may also be performed.
[0301] Furthermore, the second notification is not limited to a notification that warns about the setting change, but may be, for example, a display that suggests that operations related to the setting change are not possible (for example, a display including the string "Setting change operations are not possible" or "Operation of the setting switch is invalid"), or a notification that encourages operations that allow the setting change (for example, a display including the string "Please close the door").
[0302] <Settings change operation> Next, a specific example of the setting change operation will be described in detail with reference to FIGS.
[0303] Here, to explain the terms used in the figure, "power switch" refers to the "power switch" described using Figure 2, "door state" refers to the state (closed or open) of the door (front door 102), and "door sensor" refers to the "open / close sensor (detection means)" described using Figure 1.
[0304] Furthermore, the "setting key" is the "setting key" described using Figure 1, the "setting value display means" is the "setting value display device 101a" described using Figures 1 and 14, and the external centralized terminal board LED is the "external centralized terminal board LED" described using Figure 1.
[0305] Furthermore, the "liquid crystal display device" is the "liquid crystal display device 157 (display means)" described using Figure 1, the title panel lamp is the title panel lamp 162 (light-emitting means) described using Figure 14, the upper and side lamps are the upper lamp 142 (light-emitting means) and side lamp 144 (light-emitting means) described using Figure 14, and the speaker is the speakers 272, 277 (sound output means) described using Figures 3 and 14.
[0306] <Example 1 of setting change operation> FIG. 15(a) is a diagram showing a first example of a setting change operation in time series.
[0307] <Example of setting change operation 1 / Power OFF, Door Close> The state shown in FIG. 15(a)(1) is when the power switch is OFF (power OFF), the front door 102 is closed, and the setting key is OFF.
[0308] In this state, since no power is supplied to the slot machine 100, the setting value display means is not displayed, the external centralized terminal board LED, LCD display device, title panel lamp, and upper and side lamps are all turned off, and the speaker stops emitting sound.
[0309] <Example 1 of setting change operation: Power OFF, door closed → door open, setting key ON> The state shown in Figure 15(a)(2) is the state in which, in the state shown in Figure 15(a)(1) where the power is OFF, the door is closed, and the setting key is OFF, the front door 102 is opened, and the setting key inside the main body 101 is turned from OFF to ON.
[0310] In this state, the front door 102 changes from a closed state to an open state, and the setting key changes from OFF to ON, so the power switch is OFF (power OFF), the front door 102 is in an open state, and the setting key changes to ON, but since no power is supplied to the slot machine 100, the setting value display means is not displayed, the external centralized terminal board LED, LCD display device, title panel lamp, and upper and side lamps are all turned off, and the speaker stops emitting sound.
[0311] <Example 1 of setting change operation / Power OFF → Power ON, first notification> The state shown in FIG. 15(a)(3) is the state when the power switch is turned from OFF to ON in the state shown in FIG. 15(a)(2) with the power OFF, the door open, and the setting key ON.
[0312] In this state, the power switch changes from ON to OFF, and then from power OFF to power ON, so the door sensor detects the door being opened and changes to ON, the setting value display means displays a number indicating the current setting value (in this example, 1 indicating setting 1), and the external centralized terminal board LED lights up to indicate that a control signal (in this example, information indicating that the setting is being changed) is being output from the external centralized terminal board.
[0313] In addition, since the first state (in this example, the front door 102 is in the open state and the opening / closing sensor has detected that the front door 102 is in the open state) has been reached in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, a first notification is issued in this first state.
[0314] Specifically, similar to the first notification IF1 described using Figure 14(b), the first display notification IF1a is executed by displaying a message including the string "Settings changing" in the display area of the liquid crystal display device 157, the first voice notification IF1b is executed by outputting a voice saying "Settings changing" from the speakers 272, 277, and the first light emission notification IF1c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0315] <Example 1 of setting change operation: Door open, first alarm → Door close, second alarm> The state shown in FIG. 15(a)(4) is a state in which the front door 102 is closed in the state shown in FIG. 15(a)(3) with the door open, the setting key ON, and the first notification being executed.
[0316] In this state, the front door 102 changes from an open state to a closed state, so the door sensor detects the door closure and changes from ON to OFF, but the setting value display means continues to display and the external centralized terminal board LED continues to light up.
[0317] Furthermore, since the state has changed from a first state (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in an open state) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted to a second state (in this example, a state in which the front door 102 is in a closed state and the opening / closing sensor has detected that the front door 102 is in a closed state), a second notification is executed in the second state.
[0318] Specifically, in this example, similar to the second notification IF2 described using Figure 14 (c), the second display notification IF2a is executed by displaying a message including the string "Please make setting changes with the door open using the door key" in the display area of the liquid crystal display device 157, the second voice notification IF2b is executed by outputting a voice from the speakers 272, 277 saying "Please make setting changes with the door open using the door key", and the second light emission notification IF2c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0319] <Example 1 of setting change operation: Door closed, second alarm → Door open, first alarm> The state shown in FIG. 15(a)(5) is a state in which the front door 102 is open in the state shown in FIG. 15(a)(4) where the door is closed, the setting key is ON, and the second notification is being executed.
[0320] In this state, the front door 102 changes from a closed state to an open state, and the state changes from a second state (in this example, a state in which the front door 102 is closed and the opening / closing sensor has detected the closed state of the front door 102) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted to a first state (in this example, a state in which the front door 102 is open and the opening / closing sensor has detected the open state of the front door 102), and therefore a first notification is executed in the first state.
[0321] Specifically, similar to the first notification IF1 described using Figure 14(b), the first display notification IF1a is executed by displaying a message including the string "Settings changing" in the display area of the liquid crystal display device 157, the first voice notification IF1b is executed by outputting a voice saying "Settings changing" from the speakers 272, 277, and the first light emission notification IF1c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0322] <Example 1 of setting change operation / setting change operation while the door is open and the first alarm is being issued> The state shown in FIG. 15(a)(6) is a state in which a setting change operation is performed in the state shown in FIG. 15(a)(5), in which the door is open, the setting key is ON, and the first notification is being executed.
[0323] In this state, since an operation (setting change operation) of the first operating means (in this example, the setting switch) is performed in the first state (in this example, a state in which the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the first notification is continued, and the setting value is changed from setting 1 to setting 2, and a number indicating the changed setting value (in this example, 2 indicating setting 2) is displayed on the setting value display means.
[0324] <Example 1 of setting change operation: Door open, setting key ON, lever operation during first alarm> The state shown in FIG. 15(a)(7) is the state in which the start lever 135 is pressed after the setting change operation shown in FIG. 15(a)(6).
[0325] In this state, since an operation of the first operating means (in this example, an operation to confirm the setting value using the start lever 135) is performed in the first state (in this example, a state in which the front door 102 is in the open state and the opening / closing sensor has detected that the front door 102 is in the open state) in which an operation related to a setting change (in this example, operation of the setting switch or operation of the start lever 135) is accepted, the setting value is confirmed to Setting 2 while continuing the first notification, and a number (in this example, 0) indicating that the setting value has been confirmed is displayed on the setting value display means.
[0326] <Example 1 of setting change operation: Door open, setting key ON, setting key OFF during first alarm> The state shown in FIG. 15(a)(8) is the state in which the setting key is turned from ON to OFF after the lever operation shown in FIG. 15(a)(7).
[0327] In this state, the setting key has changed from ON to OFF (a certain operation using the setting key has been canceled), so the first state (in this example, a state in which the front door 102 is in the open state and the opening / closing sensor has detected that the front door 102 is in the open state) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted is ended, and the game transitions to a normal game state in which normal play is possible, the first notification is ended, and a notification of the completion of setting changes and a demo performance are started.
[0328] Specifically, the speaker 272, 277 outputs a voice message saying "Settings changed" to notify that the setting change mode has ended, a demo animation is displayed in the display area of the liquid crystal display device 157, the upper lamp 142 and the side lamp 144 are lit in a demo pattern corresponding to the demo performance, and the title panel (lamp) 162 is lit in white.
[0329] <Example 1 of setting change operation / Door open, setting key OFF → setting key ON> The state shown in FIG. 15(a)(9) is the state where the setting key is turned ON in the setting key OFF state shown in FIG. 15(a)(8).
[0330] In this state, since the setting key has changed from OFF to ON while the power is ON (a certain operation has been performed using the setting key), the device enters a third state (in this example, a state in which the front door 102 is open and the opening / closing sensor has detected that the front door 102 is open) in which operations related to setting confirmation (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, and a setting confirmation notification is executed in the first state.
[0331] Specifically, a setting confirmation notification display is executed in the display area of the liquid crystal display device 157, including the string "Checking settings", suggesting that the settings can be checked; a setting confirmation audio notification is executed by outputting the voice "Checking settings" from the speakers 272, 277, suggesting that the settings can be checked; and a setting confirmation light notification is executed by turning on all the upper lamps 142 and side lamps 144 to emit blue light, and turning on the title panel (lamp) 162 in blue, suggesting that the settings can be checked.
[0332] <Example 2 of setting change operation> Figure 15(b) is a diagram showing a timeline of Example 2 of the setting change operation. Note that Figure 15(b)(1) to Figure 15(b)(3), Figure 15(b)(8), and Figure 15(b)(9) are in the same state as Figure 15(a)(1) to Figure 15(a)(3), Figure 15(a)(8), and Figure 15(a)(9), so their explanation will be omitted.
[0333] <Example 2 of setting change operation / Door open, setting key ON, setting change operation during first alarm> The state shown in FIG. 15(b)(4) is a state in which a setting change operation is performed in the state shown in FIG. 15(b)(3) with the door open, the setting key ON, and the first notification in progress.
[0334] In this state, since an operation (setting change operation) of the first operating means (in this example, the setting switch) is performed in the first state (in this example, a state in which the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the first notification is continued, and the setting value is changed from setting 1 to setting 2, and a number indicating the changed setting value (in this example, 2 indicating setting 2) is displayed on the setting value display means.
[0335] <Example 2 of setting change operation: Door open, first alarm → Door close, second alarm> The state shown in FIG. 15(b)(5) is a state in which the front door 102 is closed in the state shown in FIG. 15(b)(4) where the door is open and the setting key is ON.
[0336] In this state, the front door 102 changes from an open state to a closed state, so the door sensor detects the door closure and changes from ON to OFF, but the setting value display means continues to display and the external centralized terminal board LED continues to light up.
[0337] Furthermore, since the state has changed from a first state (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in an open state) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted to a second state (in this example, a state in which the front door 102 is in a closed state and the opening / closing sensor has detected that the front door 102 is in a closed state), a second notification is executed in the second state.
[0338] Specifically, in this example, similar to the second notification IF2 described using Figure 14 (c), the second display notification IF2a is executed by displaying a message including the string "Please make setting changes with the door open using the door key" in the display area of the liquid crystal display device 157, the second voice notification IF2b is executed by outputting a voice from the speakers 272, 277 saying "Please make setting changes with the door open using the door key", and the second light emission notification IF2c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0339] <Example 2 of setting change operation / Door closed, setting key ON, lever operation during second alarm> The state shown in FIG. 15(b)(6) is the state in which the start lever 135 is pressed down during the second notification, with the door closed and the setting key ON as shown in FIG. 15(b)(5).
[0340] In this state, since an operation of the first operating means (in this example, an operation to confirm the setting value using the start lever 135) is performed in a second state (in this example, a state in which the front door 102 is closed and the opening / closing sensor has detected that the front door 102 is closed) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the second notification is continued, the setting value is confirmed to setting 2, and a number (in this example, 0) indicating that the setting value has been confirmed is displayed on the setting value display means.
[0341] In this example, when an operation of the first operating means (in this example, an operation to confirm the set value using start lever 135) is performed in a first state (in this example, a state in which the opening / closing sensor detects that the front door 102 is open), the operation is accepted, and when an operation of the first operating means (in this example, an operation to confirm the set value using start lever 135) is performed in a second state (in this example, a state in which the opening / closing sensor detects that the front door 102 is closed), the operation is accepted.
[0342] According to this example, operation by the first operating means is accepted in either the first state or the second state, thereby improving convenience for staff at the gaming establishment.
[0343] In addition, in this example, a first notification (in this example, first notification IF1 shown in Figure 14(b)) is executed before and after the operation of the first operating means is performed in the first state (in this example, the state in which the opening / closing sensor detects the open state of the front door 102), and a second notification (in this example, second notification IF2 shown in Figure 14(c)) is executed before and after the operation of the first operating means is performed in the first state.
[0344] According to this example, the same notification is given before and after the operation of the first operating means is performed, so that the gaming store staff can grasp the state of the gaming machine and appropriately change the settings.
[0345] <Example 2 of setting change operation: Door closed, second alarm → Door open, first alarm> The state shown in FIG. 15(b)(7) is the state in which the front door 102 is opened after the lever operation shown in FIG. 15(b)(6).
[0346] In this state, the front door 102 changes from a closed state to an open state, and the state changes from a second state (in this example, a state in which the front door 102 is closed and the opening / closing sensor has detected the closed state of the front door 102) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted to a first state (in this example, a state in which the front door 102 is open and the opening / closing sensor has detected the open state of the front door 102), and therefore a first notification is executed in the first state.
[0347] Specifically, similar to the first notification IF1 described using Figure 14(b), the first display notification IF1a is executed by displaying a message including the string "Settings changing" in the display area of the liquid crystal display device 157, the first voice notification IF1b is executed by outputting a voice saying "Settings changing" from the speakers 272, 277, and the first light emission notification IF1c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0348] <Example 3 of setting change operation> Figure 16(a) is a diagram showing a time series of Example 3 of the setting change operation. Note that Figure 16(a)(3), Figure 16(a)(10) to Figure 16(a)(11) are in the same state as Figure 15(b)(3), Figure 15(b)(8) to Figure 15(b)(9), and therefore their explanation will be omitted.
[0349] <Example 3 of setting change operation / Door open, door sensor ON → Door sensor OFF, second alarm> The state shown in FIG. 16(a)(4) is a state in which the door sensor is forcibly turned OFF while the front door 102 is left open in the state shown in FIG. 16(a)(3) where the door is open and the setting key is ON.
[0350] In this state, when the front door 102 is in the open state, a light-shielding piece of a certain length is inserted between the light-emitting part and the light-receiving part of the door sensor of the main body 101 and fixed with tape or the like, thereby blocking the light from the light-emitting part of the door sensor of the main body 101. As a result, even if the front door 102 is in the open state, the detection state of the door sensor is forcibly changed to a closed detection state (pseudo-closed door), and the door sensor detects that the door is closed and changes from ON to OFF, but the setting value display means continues to display and the external centralized terminal board LED continues to light up.
[0351] Furthermore, since the state has changed from a first state (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in an open state) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted to a second state (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in a closed state), a second notification is executed in the second state.
[0352] Specifically, in this example, similar to the second notification IF2 described using Figure 14 (c), the second display notification IF2a is executed by displaying a message including the string "Please make setting changes with the door open using the door key" in the display area of the liquid crystal display device 157, the second voice notification IF2b is executed by outputting a voice from the speakers 272, 277 saying "Please make setting changes with the door open using the door key", and the second light emission notification IF2c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0353] <Example 3 of setting change operation / setting change operation during door pseudo-closure and second alarm> The state shown in FIG. 16(a)(5) is a state in which a setting change operation is performed during the pseudo door closure and second notification shown in FIG. 16(a)(4).
[0354] In this state, since an operation (setting change operation) of the first operating means (in this example, the setting switch) is performed in a second state (in this example, a state in which the front door 102 is open and the opening / closing sensor has detected that the front door 102 is closed) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the second notification is continued, the setting value is changed from setting 1 to setting 2, and the setting value display means displays a number indicating the changed setting value (in this example, 2 indicating setting 2).
[0355] <Example 3 of setting change operation / operating the lever during door pseudo-closure and second alarm> The state shown in FIG. 16(a)(6) is the state in which the start lever 135 is pressed after the setting change operation shown in FIG. 16(a)(5).
[0356] In this state, since an operation (operation to confirm the setting change) of the first operating means (in this example, start lever 135) is performed in a second state (in this example, a state in which the front door 102 is open and the opening / closing sensor has detected that the front door 102 is closed) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the second notification is continued, the setting value is confirmed to setting 2, and the setting value display means displays a number (in this example, 0) indicating that the setting value has been confirmed.
[0357] <Example 3 of setting change operation / Setting key OFF during door pseudo-closure and second alarm> The state shown in FIG. 16(a)(7) is the state in which the setting key is turned from ON to OFF after the lever operation shown in FIG. 16(a)(6).
[0358] In this state, in the second state (in this example, the front door 102 is in the open state and the opening / closing sensor detects that the front door 102 is closed), an operation of the first operating means (in this example, the start lever 135) (an operation to confirm the setting change) is performed, and then an operation of the second operating means (in this example, an operation to turn the setting key from ON to OFF) is performed, so the operation of the second operating means is not accepted, and the setting change mode is maintained while the second notification continues (the setting change mode cannot be terminated).
[0359] In this example, when an operation of the first operating means (in this example, an operation to confirm the setting value using the start lever 135) is performed in a first state (in this example, a state in which the opening / closing sensor detects that the front door 102 is open) and then an operation of the second operating means (in this example, an operation to turn the setting key from ON to OFF) is performed, the operation of the second operating means is accepted, whereas when an operation of the first operating means (in this example, an operation to confirm the setting value using the start lever 135) is performed in a second state (in this example, a state in which the opening / closing sensor detects that the front door 102 is closed) and then an operation of the second operating means (in this example, an operation to turn the setting key from ON to OFF) is not accepted.
[0360] According to this example, since operation of the second operating means is not accepted in the second state, the amusement store staff can understand that operation of the second operating means is not accepted in the second state, and can also understand the current state based on whether or not operation of the second operating means is accepted.
[0361] It should be noted that the notification means may continue to execute the second notification even if the second operating means is operated (the setting key is turned from ON to OFF) during execution of the second notification. According to this example, the second notification is executed even if a fraudster operates the setting key while the gaming establishment is open, so that a staff member of the gaming establishment may be able to notice the fraudulent act of the fraudster.
[0362] Furthermore, the notification means may continue to execute the second notification even if the second operating means is operated (even if the setting key is removed) during execution of the second notification. According to this example, the second notification is executed even if the setting key is removed by a fraudster while the gaming establishment is open, so that a staff member of the gaming establishment may be able to notice the fraudulent act of the fraudster.
[0363] <Example 3 of setting change operation / Setting key OFF → Setting key ON during door pseudo-closure and second alarm> The state shown in FIG. 16(a)(8) is the state in which the setting key is turned ON in the setting key OFF state shown in FIG. 16(a)(7).
[0364] In this state, in the second state (in this example, the front door 102 is in the open state and the opening / closing sensor detects that the front door 102 is closed), an operation of the first operating means (in this example, the start lever 135) (an operation to confirm the setting change) is performed, and then an operation of the second operating means (in this example, an operation to turn the setting key from OFF to ON) is performed, so the operation of the second operating means is not accepted, and the setting change mode is maintained while the second notification continues.
[0365] <Example 3 of setting change operation / Door pseudo-close, second alarm → Door open, first alarm> The state shown in FIG. 16(a)(9) is a state in which the front door 102 is open during the door pseudo-closure and second notification shown in FIG. 16(a)(8).
[0366] In this state, the front door 102 changes from a closed state to an open state, and the state changes from a second state (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in a closed state) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted to a first state (in this example, a state in which the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is in an open state), and therefore a first notification is executed in the first state.
[0367] Specifically, similar to the first notification IF1 described using Figure 14(b), the first display notification IF1a is executed by displaying a message including the string "Settings changing" in the display area of the liquid crystal display device 157, the first voice notification IF1b is executed by outputting a voice saying "Settings changing" from the speakers 272, 277, and the first light emission notification IF1c is executed by turning on all the upper lamps 142 and side lamps 144 to emit white light and turning on the title panel (lamp) 162 in white.
[0368] <Example 4 of setting change operation> Figure 16(b) is a diagram showing a time series of Example 4 of the setting change operation. Note that Figure 16(b)(1) to Figure 16(b)(7) show the same states as Figure 15(a)(1) to Figure 15(a)(7), so their explanation will be omitted.
[0369] <Example 4 of setting change operation / Error occurs> The state shown in FIG. 16(b)(0) is a state in which an error (first error) has occurred.
[0370] In this state, an error occurs when the power is on, the door is open, and the setting key is off, so an error notification is issued to indicate that an error has occurred.
[0371] Specifically, an error display (in this example, a display including the string "First error occurred") indicating that a first error has occurred is displayed in the display area of the liquid crystal display device 157, an error sound (in this example, a sound saying "First error occurred") indicating that a first error has occurred is output from speakers 272, 277, the upper lamp 142 and the side lamp 144 are lit in an error notification mode (in this example, they flash red) indicating that a first error has occurred, and an error code is displayed on the dispensed number display 127, thereby executing the error notification.
[0372] Here, examples of errors (first errors) that may occur in the slot machine 100 include medal insertion abnormalities 1 to 4, medal payout abnormalities 1 to 3, overflow abnormality, RAM failure, and winning abnormality.
[0373] Medal insertion error 1 occurs when an inserted medal becomes stuck, and the corresponding error code is, for example, E1. Medal insertion error 1 is resolved when the cause of the error is removed and the error release switch (in this example, the setting switch) is operated. Medal insertion error 2 occurs when the number of medals inserted is greater than the specified number, and the corresponding error code is, for example, E2. Medal insertion error 2 can be resolved by changing the setting value or clearing the RAM (or clearing the RAM, clearing the RWM, or initializing the RWM).
[0374] Medal insertion error 3 occurs when either insertion sensor 1 or insertion sensor 2 turns on other than during the medal insertion process, and the corresponding error code is, for example, E3. Medal insertion error 4 occurs when the inserted medal does not pass through insertion sensor 1 or insertion sensor 2 normally, and the corresponding error code is, for example, EA. Medal insertion error 3 and medal insertion error 4 are resolved when the cause of the error is removed and the error release switch (setting switch in this example) is operated.
[0375] Medal payout error 1 occurs when no medals are paid out for a certain period of time while the medal payout device is in operation, and the corresponding error code is, for example, E4. Medal payout error 2 occurs when medals are stuck when the medal payout device is in operation, and the corresponding error code is, for example, E5. Medal payout error 3 occurs when either payout sensor 1 or payout sensor 2 turns on except during the medal payout process, and the corresponding error code is, for example, E5. All of medal payout errors 1 to 3 are resolved when the cause of the error is removed and the error release switch (setting switch in this example) is operated.
[0376] An overflow abnormality occurs when the overflow terminal of the auxiliary medal storage chamber is turned on, and the corresponding error code is, for example, E7. The overflow abnormality is resolved when the cause of the error is removed and operation of the error reset switch (setting switch in this example) is accepted. A RAM fault occurs when an abnormality is detected by checking RAM 308, and the corresponding error code is, for example, E8. The RAM fault is resolved when operation of the error reset switch (setting key in this example) is accepted. A winning abnormality occurs when a winning symbol different from the winning symbol determined by internal lottery is won after reels 110 to 112 have stopped, and the corresponding error code is, for example, E9. The winning abnormality is resolved when operation of the error reset switch (setting switch in this example) is accepted.
[0377] The gaming machine according to the present invention is not limited to the slot machine 100, but can also be applied to pachinko machines. Examples of errors (first errors) that can occur in pachinko machines include a lower tray full error, a payout device error, an overpayout error, an illegal payout error, a main control unit communication error, a magnetic anomaly error, a magnetic field anomaly error, a frame open error, a RAM clear error, and an impact sensor error, and these errors are also resolved when the error cause is removed and the error release switch is operated.
[0378] <Example 4 of setting change operation / Error occurs, setting key ON, setting key OFF during first alarm> The state shown in FIG. 16(b)(8) is the state in which the setting key is turned from ON to OFF after the lever operation shown in FIG. 16(b)(7).
[0379] In this state, the setting key has changed from ON to OFF (a certain operation using the setting key has been canceled), so the first state (in this example, a state in which the front door 102 is in the open state and the opening / closing sensor has detected that the front door 102 is in the open state) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted is ended, and the game transitions to a normal game state in which normal play is possible, the first notification is ended, and the error notification that was suspended in the setting change mode is resumed.
[0380] Specifically, an error display (in this example, a display including the string "First error occurred") indicating that a first error has occurred is displayed in the display area of the liquid crystal display device 157, an error sound (in this example, a sound saying "First error occurred") indicating that a first error has occurred is output from speakers 272, 277, the upper lamp 142 and the side lamp 144 are lit in an error notification mode (in this example, they flash red) indicating that a first error has occurred, and an error code is displayed on the dispensed number display 127, thereby executing the error notification.
[0381] <Example 4 of setting change operation / Error occurs, setting key OFF → Error resolved> The state shown in FIG. 16(b)(9) is the state in which the error shown in FIG. 16(b)(8) occurs, the setting key is OFF, the error is resolved, and the reset switch is turned ON.
[0382] In this state, the error is resolved and the reset SW changes from OFF to ON, so the first state (in this example, a state in which the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted is ended, and the game transitions to a normal game state in which normal play is possible, the error notification is ended, and a notification that the setting change has been completed and a demo performance are started.
[0383] Specifically, the speaker 272, 277 outputs a voice message saying "Settings changed" to notify that the setting change mode has ended, and a demo animation is displayed in the display area of the liquid crystal display device 157, the upper lamp 142 and side lamp 144 are lit in a demo pattern, and the title panel (lamp) 162 is lit in white.
[0384] As explained above, the gaming machine according to this embodiment (for example, the slot machine shown in FIG. 1) is a gaming machine equipped with a notification means (for example, the liquid crystal display device 157 shown in FIG. 1, the speakers 272 and 277 shown in FIG. 3, and various lamps), and the notification means issues a first notification (for example, a signal shown in FIG. 14(b)) in a first state (for example, a state in which the front door 102 is in an open state and the open / close sensor detects that the front door 102 is in an open state) in which an operation related to a setting change (for example, an operation of the setting switch or an operation of the start lever 135) can be accepted. The gaming machine may be characterized in that the notification means is a means for executing a second notification (for example, second notification IF2 shown in Figure 14(c)) in a second state in which an operation related to a setting change can be accepted (for example, a state in which the front door 102 is in a closed state and the opening / closing sensor has detected the closed state of the front door 102, or a state in which the front door 102 is in an open state and the opening / closing sensor has detected the closed state of the front door 102), and the second notification is different from the first notification.
[0385] According to the gaming machine of this embodiment, based on the notification mode of the notification means, the gaming parlor staff can understand the state of the gaming machine at the time of the setting change and can carry out the setting change appropriately.
[0386] The device may also be provided with a first operating means (e.g., start lever 135), and when an operation of the first operating means (e.g., an operation to confirm a set value using start lever 135) is performed in the first state, the operation is accepted, and when an operation of the first operating means is performed in the second state, the operation is accepted.
[0387] With this configuration, operation by the first operating means can be accepted in either the first state or the second state, thereby increasing convenience for game parlor staff.
[0388] Furthermore, the device may be provided with a second operating means (e.g., a setting key), and when an operation of the first operating means (e.g., an operation to confirm a setting value using start lever 135) is performed in the first state and then an operation of the second operating means (e.g., an operation to turn the setting key from ON to OFF) is performed, the operation of the second operating means is accepted, and when an operation of the second operating means is performed in the second state and then an operation of the first operating means is performed, the operation of the second operating means is not accepted.
[0389] With this configuration, since operation of the second operating means is not accepted in the second state, the staff of the gaming establishment can understand that operation of the second operating means is not accepted in the second state, and can also understand the current state based on whether or not operation of the second operating means is accepted.
[0390] Furthermore, the notification means may be a means for executing the first notification before and after an operation of the first operating means (for example, an operation to confirm a set value using start lever 135) is performed in the first state, and the notification means may be a means for executing the second notification before and after an operation of the first operating means is performed in the first state.
[0391] With this configuration, the same notification is issued before and after the operation of the first operating means is performed, allowing gaming store staff to understand the state of the gaming machine and appropriately change the settings.
[0392] The device may also be provided with a detection means (e.g., an open / close sensor) that detects the open / closed state of a door (e.g., the front door 102), and the first state may be a state in which the detection means detects that the door is open, and the second state may be a state in which the detection means detects that the door is closed.
[0393] With this configuration, since the notification differs depending on whether the door is open or closed, the staff of the gaming parlor can appropriately change the settings. Also, since the notification differs depending on whether the door is open or closed while the gaming parlor is open, the staff of the gaming parlor may be able to notice the fraudulent behavior of a cheater.
[0394] In addition, in the second state, the door may be closed, and in the second state, the door may be open.
[0395] With this configuration, even if the door is artificially closed by a fraudster while the gaming parlor is open, a second alarm will be issued, which may allow a store employee at the gaming parlor to become aware of the fraudster's fraudulent behavior.
[0396] Furthermore, the first notification is not limited to a notification suggesting that a setting change is in progress, but may be, for example, a display suggesting that operations related to the setting change are possible (for example, a display including a string such as "Setting change operations are possible" or a display including a string such as "Operation of the setting switch is valid").
[0397] In addition, the first notification may be, in addition to (or instead of) a notification indicating that the settings are being changed, a notification indicating that the opening / closing sensor is detecting that the door is open (for example, a display including a string such as "Door is open," a voice output such as "Door is open," or the flashing of various lamps).
[0398] Furthermore, the second notification is not limited to a notification that warns about the setting change, but may be, for example, a display that suggests that operations related to the setting change are not possible (for example, a display including the string "Setting change operations are not possible" or "Operation of the setting switch is invalid"), or a notification that encourages operations that allow the setting change (for example, a display including the string "Please close the door").
[0399] In addition to (or instead of) the notification that warns about the setting change, the second notification may be a notification that suggests that the opening / closing sensor has detected the door is closed (for example, a display including text such as "Door is closing" or "Door is pseudo-closed", an audio output such as "Door is closing" or "Door is pseudo-closed", or the flashing of various lamps).
[0400] Furthermore, the first operating means is not limited to the start lever 135 or the setting switch, but may be other operating means such as a performance button, and the second operating means is not limited to the setting key, but may be other operating means such as a reset switch.
[0401] Furthermore, even if an error (e.g., medal insertion abnormality 1 to 4, medal payout abnormality 1 to 3, overflow abnormality, RAM failure, winning abnormality, etc.) occurs in the gaming machine, the notification means may execute the first notification (e.g., first notification IF1 shown in Figure 14(b)) without executing an error notification in a first state (e.g., a state in which the front door 102 is in an open state and the opening / closing sensor detects that the front door 102 is in an open state) in which operations related to setting changes (e.g., operation of the setting switch or operation of the start lever 135) can be accepted.
[0402] With this configuration, the first notification can be given priority over the error notification, thereby increasing convenience for the staff of the gaming parlor.
[0403] Furthermore, even if a certain error (e.g., medal insertion abnormality 1 to 4, medal payout abnormality 1 to 3, overflow abnormality, RAM failure, winning abnormality, etc.) occurs in the gaming machine, the notification means may execute the second notification (e.g., second notification IF2 shown in Figure 14(c)) in a second state in which operations related to setting changes can be accepted (e.g., a state in which the front door 102 is in a closed state and the opening / closing sensor has detected the front door 102 being in a closed state, or a state in which the front door 102 is in an open state and the opening / closing sensor has detected the front door 102 being in a closed state).
[0404] With this configuration, the first notification can be given priority over the error notification, thereby increasing convenience for the staff of the gaming parlor.
[0405] Furthermore, when the certain error occurs, the state transitions to the first state (for example, a state in which the front door 102 is in the open state and the opening / closing sensor detects that the front door 102 is in the open state) or the second state (for example, a state in which the front door 102 is in the closed state and the opening / closing sensor detects that the front door 102 is in the closed state, or a state in which the front door 102 is in the open state and the opening / closing sensor detects that the front door 102 is in the closed state), and then, when the first state or the second state ends and the certain error continues, the notification means may issue an error notification indicating that the certain error has occurred (for example, an error display indicating that a certain error has occurred, outputting an error sound indicating that a certain error has occurred, or lighting a lamp in an error notification mode indicating that a certain error has occurred) instead of the first notification or the second notification.
[0406] With this configuration, it is possible to reliably deal with errors after a setting change operation is performed.
[0407] <<Other embodiments>> 17 to 32, gaming machines to which the present invention can be applied (for example, reel gaming machines such as slot machines 100 and pinball gaming machines such as pachinko machines) will be described in detail below. Note that the reference numerals shown in FIGS. 17 to 32 will be used only in the description using FIGS. 17 to 32, and even if overlapping reference numerals are shown in other drawings, the reference numerals shown in FIGS. 17 to 32 will take precedence in the description using FIGS.
[0408] FIG. 17 is a perspective view of the appearance of the slot machine 100 as seen from the front side (player side).
[0409] The slot machine 100 shown in FIG. 17 is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels bearing multiple symbols begin to spin upon receiving a predetermined spin start command. Based on the spin start command, a lottery is conducted to determine whether multiple internal winning combinations have been achieved. Each of the multiple reels stops spinning upon receiving a predetermined spin stop command. If the winning combination based on the lottery result and the symbol combination when the multiple reels stop meet a predetermined payout condition, gaming media are paid out and the game ends. If the conditions do not meet a predetermined payout condition, gaming media are not paid out and the game ends. The payout of gaming media is sometimes referred to as a profit. Furthermore, something that facilitates the acquisition of this profit is sometimes referred to as a bonus.
[0410] This slot machine 100 comprises a main body 101 and a front door 102 that is attached to the front of the main body 101 and can be opened and closed relative to the main body 101. The front door 102 is a door member that is rotatably attached to the main body 101. The front door 102 has a locking function so that it cannot be opened by anyone other than a store employee of the gaming establishment.
[0411] Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of main body 101 (not shown), and are configured to be rotatable inside slot machine 100. These reels 110 to 112 are rotated by a drive device such as a stepping motor.
[0412] An appropriate number of each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110 to 112. When viewed by the player, the symbols on the reels 110 to 112 are displayed in roughly three rows vertically through the symbol display window 113, making a total of nine symbols visible.
[0413] FIG. 18 is a diagram showing an example of a line.
[0414] To explain this in more detail using Figure 18, the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure) is the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 4 shown in the figure) is the left reel middle row symbol, the symbol displayed on the bottom row of the left reel 110 (position 7 shown in the figure) is the left reel bottom row symbol, the symbol displayed on the top row of the middle reel 111 (position 2 shown in the figure) is the middle reel top row symbol, the symbol displayed on the middle row of the left reel 111 (position 5 shown in the figure) is the middle reel middle row symbol, The symbol displayed in the bottom row (position 8 in the figure) is called the middle reel lower symbol, the symbol displayed in the top row of the right reel 112 (position 3 in the figure) is called the right reel upper symbol, the symbol displayed in the middle row of the right reel 112 (position 6 in the figure) is called the right reel middle symbol, and the symbol displayed in the bottom row of the right reel 112 (position 9 in the figure) is called the right reel lower symbol. Each symbol on each reel 110 to 112 is displayed three vertically on each reel 110 to 112 through a symbol display window 113, for a total of nine symbols. By spinning each reel 110 to 112, the symbol combinations visible to the player change. In other words, each reel 110 to 112 functions as a display device that variably displays a variety of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal displays can also be used as such displays. Furthermore, although the slot machine 100 shown in FIG. 17 has three reels located inside the center of the slot machine 100, the number of reels and the installation positions of the reels are not limited to this.
[0415] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113. The backlight is configured so that each symbol is shielded so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112 inside the slot machine 100, and a light-shielding piece (not shown) of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of this optical sensor (index sensor 730 shown in FIG. 20). The position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110 to 112 are stopped so that the desired symbols are displayed on the pay line.
[0416] The activated line indicator lamp 120 is a lamp that indicates the activated line 114. An activated line is a line (a line on which a win determination is made) on which it is determined whether or not a symbol combination corresponding to a winning combination, which will be described later in FIG. 17, is displayed, and a win is determined when a symbol corresponding to an internal winning combination stops on this activated line. Here, a line is defined as an area of one symbol on each of the reels 110 to 112 within the display window 113. Note that lines other than the activated lines on which a win determination is not made are called inactive lines.
[0417] 18 shows five lines: a middle line L1 consisting of the middle symbol on the left reel, the middle symbol on the middle reel, and the middle symbol on the right reel; a downward-sloping line L2 consisting of the upper symbol on the left reel, the middle symbol on the middle reel, and the lower symbol on the right reel; a rising-right line L3 consisting of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel; an upper line L4 consisting of the upper symbol on the left reel, the upper symbol on the middle reel, and the upper symbol on the right reel; and a lower line L5 consisting of the lower symbol on the left reel, the lower symbol on the middle reel, and the lower symbol on the right reel. These lines are merely examples, and any line may be defined as a single symbol area for each of the reels 110-112, such as a line consisting of the upper symbol on the left reel, the lower symbol on the middle reel, and the upper symbol on the right reel. Of the lines shown in FIG. 18, the upper line L4 is used as the activated line in this embodiment. The active lines are predetermined based on the number of medals bet as gaming media. The slot machine 100 of this embodiment is a three-coin bet-only machine, and when fewer than three medals are inserted, no lines are active. When three medals are bet, line L4 is active (used as an active line). Once the lines are active, the start lever 135 can be operated to start the game. The number of active lines is not limited to one. For example, three lines, namely, the middle line L1, the downward-right line L2, and the upward-right line L3, may be used as active lines, or the number of active lines may correspond to the number of bets.
[0418] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a special combination) has been internally won in an internal lottery described later, or that a special game state described later is in effect. The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay combination (details of which will be described later), which is one of the winning combinations, was won in the previous game. The reel panel lamp 128 is a lamp for effect purposes.
[0419] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, the bet button 132 will also be referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0420] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0421] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. The stored number display 125, the game information display 126, and the payout number display 127 are seven-segment (SEG) displays.
[0422] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. Operation of the start lever 135 is called a game start operation.
[0423] The stop button unit 136 is provided with stop buttons 137 to 139, each consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations of the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the spinning reels 110 to 112 is referred to as the operation sequence or push sequence. Furthermore, the operation sequence in which the first stop operation is an operation to stop the left reel 110 is referred to as the "forward push operation sequence" or simply "forward push," and the stop operation in which the first stop operation is an operation to stop the right reel 112 is referred to as the "reverse push operation sequence" or simply "reverse push." Incidentally, light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.
[0424] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155.
[0425] The front door 102 is also provided with a key hole 140, and when a key is inserted into this key hole 140 and turned to the right, the door is unlocked, and when turned to the left, the door is locked. The slot machine 100 is provided with an opening sensor 294 (see FIG. 19(a)) that detects when the front door 102 is opened. This opening sensor 294 detects that the front door 102 is open by detecting an opening / closing piece that protrudes when the front door 102 is opened.
[0426] In addition, a first chance button 165 and a second chance button 166 are provided between the bet button 132 and the medal insertion slot 141. A first effect lamp is built into the first chance button 165, and a second effect lamp is built into the second chance button 166. Both the first chance button 165 and the second chance button 166 are operation means that are operated by the player during an effect. In addition, a left button 167 is provided to the left of the second chance button 166, and a right button 168 is provided to the right of it. In some cases, the cursor displayed on the effect image display device 157 can be moved by operating the left button 167 and the right button 168, and in such cases, the second chance button 166 may function as a confirmation button.
[0427] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. This title panel 162 is illuminated from the back by a title panel lamp 164. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.
[0428] A sound hole 145 provided at the bottom is a hole for outputting sound from a bass speaker 277 (see FIG. 19) to the outside. A left side lamp 144L provided on the left side of the front door 102 and a right side lamp 144R provided on the right side are decorative lamps for livening up the game. A performance device 160 is disposed at the top of the front door 102, and a sound hole 143 is also provided at the top of the performance device 160. This sound hole 143 is a hole for outputting sound from an upper speaker 272 (see FIG. 19) to the outside. The effect device 160 includes a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and an effect image display device 157 disposed behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the effect image display device 157, the display screen of the effect image display device 157 appears on the front (player side) of the slot machine 100. Note that the effect image display device 157 is a liquid crystal display (LCD), but any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and is configured so that the entire screen can be viewed by the player. In the slot machine 100 shown in FIG. 17, the display screen is rectangular, but it may also be square. In addition, a decoration (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. Furthermore, the display screen is generally a flat surface, but may also be a curved surface.
[0429] What has been referred to as a lamp up to now is an example of a light-emitting means, and in this specification, an LED light source is also referred to as a lamp. Anything that emits light, such as a fluorescent lamp or a cold cathode tube, may also be referred to as a lamp, and anything that emits light corresponds to an example of a light-emitting means.
[0430] Figure 19 shows the internal configuration of the slot machine 100, where (a) is a front view showing the slot machine 100 with the front door 102 open, and (b) is an enlarged view of the door relay board 290 arranged on the front door 102.
[0431] Main body 101 is a box-shaped body surrounded by a top panel 261, left side panel 260, right side panel 260, bottom panel 264, and back panel 242, and is open to the front. Inside main body 101, a main control board storage case 210 is disposed in a position that does not overlap with ventilation opening 249 provided at the top of back panel 242, and the main control board storage case 210 houses a main control board 300B (see FIG. 9). A reel unit 700 equipped with three reels 110 to 112 is disposed below this main control board storage case 210. To the side of main control board storage case 210 and reel unit 700, i.e., on the left side panel 260 as viewed from the front, a sub-control board storage case 220 houses a sub-control board 400B (see FIG. 25). A first selection switch 190 is provided in sub-control board storage case 220. Since this first selection switch 190 is provided inside the main body 101, a person who can unlock the front door 102 (for example, a store clerk at a gaming facility) can operate it by opening the front door 102, but a person who cannot unlock the front door 102 (for example, a player) cannot operate it. In other words, the first selection switch 190 is provided in a position where it cannot be operated by a player. Details of the first selection switch 190 will be described later. In addition, an external centralized terminal board 248 that is connected to the main control board 300B (see FIG. 25) and outputs information about the slot machine 100 to an external device is attached to the side panel 260 on the right side as viewed from the front.
[0432] Further, on the right side of the reel unit 700, there is provided a setting key switch 281 for changing the game mode (also called a setting value) of the slot machine 100 and for confirming the changed setting value. Here, the setting value is a value for adjusting the ratio of the total number of game media paid out by the gaming machine to the total number of game media used by the player as the number of bets on the gaming machine when playing for a predetermined period of time, and is what is called a "payout rate," and can be set to multiple setting values, for example, from setting "1" to setting "6."
[0433] The setting key switch 281 is a key switch that is electrically turned ON / OFF by inserting and rotating a predetermined setting key (not shown). Specifically, when a predetermined setting key is inserted into the setting key switch 281 and rotated clockwise, a setting key switch sensor provided in the setting key switch 281 detects the ON state, and when rotated counterclockwise, the setting key switch sensor detects the OFF state.
[0434] The lower panel 264 is provided with a hopper unit 180 (a device that dispenses medals accumulated in a bucket). Above the hopper unit 180, i.e., below the reel unit 700, is provided a power supply device 252 having a power supply control board 252B (see FIG. 25). A power switch 244 is provided on the front of the power supply device 252. The power switch 244 is a toggle switch electrically connected to the power supply device 252. The power switch 244 can be used to turn the slot machine 100 on or off. The power supply device 252 converts AC power supplied from an external source to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300 and the first sub-control unit 400. Furthermore, the slot machine 100 is provided with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0435] An auxiliary medal storage 240 for storing medals that overflow from the hopper unit 180 is disposed on the right side of the hopper unit 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 265, and the power cord 265 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0436] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the symbol display window 113 are provided the performance device 160, a performance control board (not shown) that controls the performance device 160, and an upper speaker 272. Below the symbol display window 113 are provided a medal selector 170 for sorting inserted medals, a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161, and the like. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 145. An open sensor 294 is provided on the back of the front door 102. The open sensor 294 is configured to be L (OFF) when the front door 102 is closed and H (ON) when the front door 102 is open.
[0437] A door relay board 290 is disposed on the back surface of the front door 102 below the pattern display window 113. As shown in FIG. 19(b), this door relay board 290 is provided with a reset switch 291, a setting change button 292, and a setting value display 293.
[0438] The reset switch 291 is a push button switch, and an error in the slot machine 100 can be cleared by pressing this reset switch 291 (short-term pressing).
[0439] The setting change button 292 is also a push button switch similar to the reset switch 291. The operating procedure for changing the setting value using this setting change button 292 will be described later.
[0440] The setting value display 293 is a display such as a 7-segment LED, etc. This setting value display 293 can display the game modes (setting values) 1 to 6 set by the setting change button 292 in numbers.
[0441] In addition, when the setting key is inserted into the setting key switch 281 in the power-on state (power ON) and turned clockwise (setting key OFF → ON), the setting value display 293 displays the currently set game mode (setting value) in numbers, so it can be used to check the currently set game mode. In other words, when the setting key is inserted into the setting key switch 281 in the power-on state (power ON) and turned clockwise (setting key OFF → ON), a setting value confirmation process that allows the setting value to be confirmed is started, and when the setting key is inserted into the setting key switch 281 and turned counterclockwise (setting key ON → OFF), the setting value confirmation process is ended.
[0442] Here, the operating procedure for changing the setting value will be explained. By inserting a setting key (not shown) into the setting key switch 281 and turning it clockwise (setting key OFF → ON), and switching the power switch 244 from a power-off state (power OFF) to a power-on state (power ON), the setting value change becomes effective (the setting value change process starts). Each time the setting change button 292 is pressed, the game mode (setting value) changes in order from 1 to 6, allowing the player to select the desired game mode. By operating the start lever 135, the game mode (setting value) selected at that time is confirmed. Finally, by turning the setting key counterclockwise (setting key ON → OFF), the setting value change process ends.
[0443] In the following, the period of the setting value change operation, i.e., the period from the first clockwise operation of the setting key to the last counterclockwise operation of the setting value change operation, will also be referred to as the setting value change mode, and the period of the setting value confirmation operation, i.e., the period from the first clockwise operation of the setting key to the last counterclockwise operation of the setting value confirmation operation, will also be referred to as the setting value confirmation mode.
[0444] Here, the start conditions and end conditions of the setting value change mode and the setting value confirmation mode will be described in detail. In this embodiment, the start condition of the setting value change mode is (1) the power is turned on with the setting key switch 281 in the ON state, and other conditions, such as (2) the front door 102 being open, are not included. Furthermore, the end condition of the setting value change mode is (1) the setting key switch 281 being changed from the ON state to the OFF state, and (2) the front door 102 being open. Similarly, in this embodiment, the start condition of the setting value confirmation mode is (1) the setting key switch 281 being changed from the ON state to the ON state, and other conditions, such as (2) the front door 102 being open, are not included. Furthermore, the end condition of the setting value confirmation mode is (1) the setting key switch 281 being changed from the ON state to the OFF state, and (2) the front door 102 being open. That is, in this embodiment, the start condition for the setting value change mode (setting value confirmation mode) does not require the front door 102 to be in an open state, while the end condition for the setting value change mode (setting value confirmation mode) does require the front door 102 to be in an open state. If an attempt is made to start the setting value change process (setting value confirmation process) when the front door 102 is in a closed state, the start condition is cleared, making it possible to start the setting value change process (setting value confirmation process) based on fraudulent activity. However, because the end condition cannot be cleared, the fraudster cannot end the setting value change process (setting value confirmation process). This makes it easier to apprehend the fraudster on the spot.
[0445] In the setting value change mode, a notification indicating that the setting value is being changed (hereinafter also referred to as a "setting value being changed" notification) is made using presentation devices such as the presentation image display device 157, left side lamp 144L, right side lamp 144R, title panel lamp 164, and speakers 272 and 277, and in the setting value confirmation mode, a notification indicating that the setting value is being confirmed (hereinafter also referred to as a "setting value being confirmed" notification) is made using the above presentation devices.
[0446] Next, the structure of the reel unit 700 will be described with reference to Figure 20. Figure 20 is a perspective view showing the configuration of the reel unit 700.
[0447] As shown in FIG. 20, the reel unit 700 includes a left reel unit 700L, a center reel unit 700C, and a right reel unit 700R housed within a box-shaped reel case 702 made of a metal plate. Connectors 7030, 7031, and 7032 are provided on the top of the reel case 702 for connection to the main control board 300B (see FIG. 25) via harnesses MR1 to MR3 (see FIG. 25). The left reel unit 700L includes a left reel 110, the center reel unit 700C includes a center reel 111, and the right reel unit 700R includes a right reel 112. These reels 110 to 112 are rotated by motors 110m, 111m, and 112m (see FIG. 25) provided for each reel. Each of the motors 110m to 112m is a stepping motor. The following explanation will be given using the left reel unit 700L as an example, but the same applies to the center reel unit 700C and the right reel unit 700R. In the left reel unit 700L, a motor 110m, an index sensor 730 for detecting the rotational position of the reel 110, and a backlight module 740 for irradiating light from the back surface to the front surface of the strip-shaped member 710 of the reel 110 are attached to a mounting base 732.
[0448] The replacement work can be performed separately for the reel units 700L, 700C, and 700R. For example, if the left reel unit 700L breaks down, only the left reel unit 700L can be replaced with a new reel unit.
[0449] FIG. 21(a) is a perspective view showing the structure of the backlight module 740, and FIG. 21(b) is a front view of the backlight module 740. As shown in FIG.
[0450] The backlight module 740 is composed of a reflector 742 and an illumination board 744 that is detachably attached to the back surface of the reflector 742. The reflector 742 has three openings BK1 to BK3 that are aligned vertically and connect from the front surface to the back surface. The illumination board 744 has two LEDs 745 arranged at positions corresponding to each of the openings BK1 to BK3.
[0451] The openings BK1 to BK3 and the LEDs 745 are provided at positions corresponding to the symbol positions (positions No. 1 to 9 shown in FIG. 18) that will be displayed in a stopped state on the display window 113 when installed. By providing the LEDs 745 at each of the openings BK1 to BK3 as described above, light is emitted without interfering with light emitted at other positions. This allows light to be emitted at each of the positions No. 1 to 9 shown in FIG. 18. For example, by turning on all the LEDs 745, all symbols visible to the player can be illuminated from behind. Furthermore, by turning on some of the LEDs, some of the symbols visible to the player can be illuminated from behind. Note that the number and positions of the openings and LEDs are not limited to this configuration.
[0452] Next, a detailed description will be given of the first selection switch 190 etc. shown in Fig. 19. Fig. 22 is a diagram showing the first selection switch 190 etc. shown in Fig. 3.
[0453] Fig. 22(a) is an enlarged view of the first selection switch 190. The first selection switch 190 shown in Fig. 22(a) has a rotatable circular rotating portion 190a having 16 contacts, and an indicator portion 190b formed to protrude outward from the rotating portion 190a as a base end. In addition, 16 numbers (0 to F in hexadecimal) corresponding to each of the 16 contacts of the rotating portion 190a are inscribed around the periphery of the first selection switch 190. The first selection switch 190 is an operating means for selecting one number from the 16 numbers.
[0454] These 16 numbers are treated as numerical values (setting values) that represent the setting. That is, the first selection switch 190 is configured to be able to output information about the numerical value indicated by the indicator 190b as a detection signal to the outside. For example, as shown in FIG. 2(a), when the indicator 190b indicates "B," the hexadecimal numerical value "B" is selected, and the numerical value information can be output as a 4-bit binary detection signal (0b1011). Therefore, the first sub-control unit 400 (see FIG. 24), which will be described later, is configured to be able to detect the numerical value selected by the first selection switch 190 (any of the hexadecimal numerical values 0 to F) by inputting this detection signal, and the first sub-control unit 400 treats the numerical value indicated by the indicator 190b as the selected setting value.
[0455] In addition, instead of the first selection switch 190 shown in Figure 22(a), for example, a rotary switch 191 as shown in Figure 22(b) may be applied, or a slide switch 192 as shown in Figure 22(c) may be applied.
[0456] 22(b) has a rotatable ring-shaped rotating part 191a having 16 contacts, and a notched window 191b formed in the rotating part 191a. Also, 16 numbers (0 to F in hexadecimal) corresponding to the 16 contacts of the rotating part 191a are inscribed on the bottom of the rotating part 191a of the rotary switch 191.
[0457] In this rotary switch 191, a numerical value visible through the notched window 191b is selected, and the information about that numerical value can be output to the outside as a detection signal. As shown in FIG. 22(b), when the numerical value visible through the notched portion 191b is "F," the hexadecimal numerical value F is selected, and the information about that numerical value can be output as a 4-bit binary detection signal (0b1111). Therefore, the first sub-control unit 400 (see FIG. 24), which will be described later, is configured to be able to detect the selected numerical value (in this example, any of the hexadecimal numerical values 0 to F) visible through the notched portion 191b of the rotary switch 191 by inputting this detection signal.
[0458] 22(c) has a rectangular guide groove 192a, and a slide portion 192b that has 16 contacts and is slidable along the guide groove 192a. Also, 16 numbers (in this example, hexadecimal numbers from 0 to F) are inscribed on the top of the slide switch 192, one for each of the 16 contacts of the slide portion 192b.
[0459] In this slide switch 192, the position of slide portion 192b indicates that a numerical value has been selected, and the slide switch 192 is configured to be able to output information about that numerical value to the outside as a detection signal. As shown in FIG. 22(c), when slide portion 192b is positioned at the position of the numerical value "0," the hexadecimal numerical value 0 has been selected, and the information about that numerical value can be output as a 4-bit binary detection signal (0b0000). Therefore, the first sub-control unit 400 (see FIG. 24), which will be described later, is configured to be able to detect the selected numerical value (any of the hexadecimal numerical values 0 to F) at the position of slide portion 192b of slide switch 192 by inputting this detection signal.
[0460] The first selection switch 190 described above using Figures 22(a) to 22(c) is a mechanical switch, so it can operate even when not energized, and can retain the selected value (set value) even if the power is cut off due to a power outage or the like. Therefore, once a selection is made, the selected value can be retained even if the power is turned off, making it easy to set the value to the set value intended by the gaming parlor, for example. In addition, since it is equipped with numbers (display means) that allow the selected value to be confirmed, it is easy to check the set value and is highly convenient.
[0461] FIG. 22(d) is an enlarged view of the second selection switch 194. The second selection switch 194 shown in FIG. 22(d) is composed of the left button 167, the right button 168, and the second chance button 166, which functions as a confirmation button, as shown in FIG. 17. While the first selection switch 190 shown in FIG. 22(a) is an operation means provided in a position where it cannot be operated by the player, the second selection switch 194 is an operation means provided in a position where it can be operated by the player. That is, the second selection switch 194 is a switch that can be operated by the player. For example, by pressing the left button 167 and the right button 168, a numerical value representing a setting (a setting value) can be selected, and by pressing the second chance button 166, the selected setting value is confirmed. Alternatively, the setting value can be selected by pressing the left button 167 and the right button 168, and the selected setting value can be confirmed after a predetermined time has elapsed, even without pressing the second chance button 166.
[0462] This second selection switch 194 is capable of outputting a detection signal corresponding to each button when any of the second chance button 166, left button 167, or right button 168 is operated. Therefore, the first sub-control unit 400 (see FIG. 24), which will be described later, is configured to be able to detect which of the second chance button 166, left button 167, or right button 168 has been operated by inputting this detection signal.
[0463] 22(d), for example, as shown in FIG. 22(e), a cross key 195 having up, down, left, right and confirmation buttons may be provided in addition to the second chance button 166, and this cross key 195 may be used as the second selection switch 194. Also, two types of operation means may be provided, one of which may double as the chance button, or only one of the operation means may be the second selection switch 194.
[0464] Since the second selection switch 194 is not a mechanical switch, it cannot operate when not energized and cannot retain the selected value (setting value) by itself. Therefore, it is necessary to provide a separate storage means for storing the setting value. The slot machine 100 shown in FIG. 17 is configured not to back up the value selected by the second selection switch 194, but it may be configured to back up the value.
[0465] Figure 22(f) is a diagram comparing the size of the second chance button 166 with that of the first chance button 165 shown in Figure 17. Figure 22(f) also shows a left button 167 and a right button 168. The first chance button 165 is about three times the size of the second chance button 166.
[0466] Furthermore, a cut-in display may be performed on the condition that the second chance button 166 or the first chance button 165 is operated, or one of the chance buttons may be used for a rapid-fire effect, etc., and the other chance button may be used as a hidden button. Here, a hidden button refers to a button that does not suggest or encourage the operation of an operating means (for example, at least one or both of the following: an operation suggestion display or an operation encouragement display is not displayed on the effect image display device 157, and / or a built-in effect lamp is not lit), but which nevertheless produces some effect when the operating means is operated.
[0467] FIG. 23 is a diagram showing an example of selection of a setting value using the first selection switch 190 and the second selection switch 194. In FIG.
[0468] In the slot machine 100 shown in FIG. 17, the setting values selectable by the first selection switch 190 and the second selection switch 194 are the volume values of sounds (e.g., background music, sound effects, error sounds, etc.) output from the bass speaker 277 and the upper speaker 272. As described above, the first selection switch 190 is an operating means located in a position where it cannot be operated by a player and is used by a gaming establishment's staff when selecting a setting value. Furthermore, of the first selection switch 190 and the second selection switch 194, only the first selection switch 190 can be used to select whether the slot machine 100 is set to a power-saving mode or a non-power-saving mode (normal mode). In the slot machine 100 shown in FIG. 17, the power-saving mode is set only when a demonstration effect is being executed. Hereinafter, the demonstration will be abbreviated as a demo. The demo effect is an effect that starts when a predetermined time (e.g., 30 seconds) has elapsed since a game ended without the game being resumed. In the slot machine 100 shown in FIG. 17, if the demo effect is started in a state where setting to the power saving mode has been selected, the slot machine 100 is set to the power saving mode.
[0469] When the slot machine 100 is set to the power saving mode, the animation (demo animation) displayed on the effect image display device 157 is played back in a dark state, thereby reducing the power consumption of the effect image display device 157 and saving power. In addition, the first effect lamp, left side lamp 144L, right side lamp 144R, and backlight module 740 shown in FIG. 22 built into the first chance button 165 are turned off, thereby reducing the power consumption of these light-emitting means and saving power. When these light-emitting means are turned off, the power consumption becomes zero, and the power saving effect of these light-emitting means is greater than the power saving effect of the effect image display device 157.
[0470] Furthermore, when the first selection switch 190 is operated, the first volume selection icon SI1 or the second volume selection icon SI2 is displayed on the performance image display device 157. When selecting the volume using the first selection switch 190, one volume level is selected from seven volume levels. In addition, in non-power saving mode, muting can also be selected.
[0471] FIG. 23(A) is a diagram showing the display screen of the effect image display device 157 when the indicator 190b of the first selection switch 190 is set to "0" shown in FIG. 22(a).
[0472] The first volume selection icon SI1 is displayed on the performance image display device 157. This first volume selection icon SI1 displays the selected value of the seven-level volume level and a seven-level horizontal level display (indicator display). The first volume selection icon SI1 shown in FIG. 23(A) displays that the selected value of the seven-level volume level is 0 (0 / 7) and the word "Mute." Furthermore, none of the seven-level horizontal level display is lit. When mute is selected by the first selection switch 190, the output sound from the bass speaker 277 and the upper speaker 272 cannot be heard at all.
[0473] FIG. 23(B) is a diagram showing the display screen of the effect image display device 157 when the indicator 190b of the first selection switch 190 is set to "1" shown in FIG. 22(a).
[0474] The first volume selection icon SI1 shown in Fig. 23(B) displays the characters "Volume 1 / 7," indicating that the selected volume level of the seven levels is 1. In addition, in the seven-level horizontal level display, only the first level on the far left is lit in a first color (e.g., yellow).
[0475] FIG. 23(C) is a diagram showing the display screen of the effect image display device 157 when the indicator 190b of the first selection switch 190 is set to "7" shown in FIG. 22(a).
[0476] The first volume selection icon SI1 shown in Fig. 23(C) displays the characters "Volume 7 / 7," indicating that the selected value of the seven volume levels is seven. In addition, in the seven-level horizontal level display, all levels from the first to the seventh are lit in a first color (e.g., yellow). When the seventh volume level is selected by the first selection switch 190, the output sound from the bass speaker 277 and the upper speaker 272 becomes maximum volume.
[0477] FIG. 23(D) is a diagram showing the display screen of the effect image display device 157 when the indicator 190b of the first selection switch 190 is set to "8" shown in FIG. 22(a).
[0478] The first volume selection icon SI1 shown in FIG. 23(D) displays text indicating that the selected volume is the exhibition volume. This exhibition volume is a volume suitable for presenting the slot machine 100 at an exhibition or the like, and is, for example, a volume between the fourth and fifth volume levels. Furthermore, in the seven-level horizontal level display, all levels from the first to the seventh level are lit in a second color (e.g., red). Instead of the exhibition volume, a special volume may be selected that cannot be selected with the second selection switch 194 and can only be selected with the first selection switch 190. For example, a step tone may be selected, in which the volume increases by one level every time a predetermined time elapses.
[0479] The first volume selection icon SI1 displayed on the effect image display device 157 disappears if the first selection switch 190 is not operated for a predetermined time.
[0480] FIG. 23(a) is a diagram showing the display screen of the effect image display device 157 when the indicator 190b of the first selection switch 190 is set to "9" shown in FIG. 22(a).
[0481] The second volume selection icon SI2 is displayed on the performance image display device 157 shown in Fig. 23(a). The background color of this second volume selection icon SI2 is different from the background color of the first volume selection icon SI1. The second volume selection icon SI2 also displays the words "power saving mode," a selected value of seven volume levels, and a seven-level horizontal level display (indicator display). The second volume selection icon SI2 shown in Fig. 23(a) also displays the words "power saving mode," and the words "volume 7 / 7," which indicate that the selected value of the seven volume levels is seven. In addition, in the seven-level horizontal level display, all levels from the first to seventh levels are lit in a third color (for example, blue).
[0482] FIG. 23(b) is a diagram showing the display screen of the effect image display device 157 when the indicator 190b of the first selection switch 190 is set to "F" shown in FIG. 22(a).
[0483] The second volume selection icon SI2 shown in Fig. 23(b) displays the words "power saving mode" and "volume 1 / 7," which indicates that the selected volume level of the seven levels is 1. In addition, in the seven-level horizontal level display, only the first level on the left side is lit in a third color (e.g., blue).
[0484] The second volume selection icon SI2 displayed on the effect image display device 157 also disappears if the first selection switch 190 is not operated for a predetermined time.
[0485] In the slot machine 100 shown in FIG. 17, when the indicator 190b of the first selection switch 190 is set to "9" or any of "A" to "F" shown in FIG. 22(a), the slot machine 100 is selected to be set in the power-saving mode. Note that even if the power-saving mode is selected, the slot machine 100 is not set to the power-saving mode. As described above, the power-saving mode can be set only if the slot machine is in the demo mode. On the other hand, when the indicator 190b is set to any of "0" to "8" shown in FIG. 22(a), the slot machine 100 is selected to be set in the non-power-saving mode. If the non-power-saving mode is selected, the slot machine 100 will not be set to the power-saving mode even if the slot machine is in the demo mode. Furthermore, when a game is being played, the slot machine 100 is set to the non-power-saving mode (normal mode).
[0486] Note that the volume of sound output from the upper speaker 272 and the bass speaker 277 is the same whether the slot machine 100 is set to the power saving mode or the non-power saving mode. Therefore, the volume of sound output by the selection value selected in Figure 23(B) is the same as the volume of sound output by the selection value selected in Figure 23(b), and the volume of sound output by the selection value selected in Figure 23(C) is the same as the volume of sound output by the selection value selected in Figure 23(a).
[0487] FIG. 23(A) is a diagram showing the display screen of the effect image display device 157 when the second selection switch 194 is operated.
[0488] When the player operates the second selection switch 194 while the first guidance display icon GI1 (described later) is displayed on the effect image display device 157, the third volume selection icon SI3 is displayed on the effect image display device 157. The third volume selection icon SI3 displays the selected value of one of five volume levels and a five-level vertical level display (indicator display). The third volume selection icon SI3 shown in FIG. 23(A) displays the words "Volume 1 / 5," indicating that the selected value of the five volume levels is 1. In addition, in the five-level level display, only the lowest level, the first level, is lit in a fourth color (e.g., green). Pressing the right button 168 of the second selection switch 194 once increases the level by one level, and pressing the left button 167 once decreases the level by one level. However, pressing the left button 167 once in the state shown in FIG. 23(A) does not decrease the level any further. In other words, mute cannot be selected by operating the second selection switch 194. Alternatively, the second selection switch 194 may also be operated to select mute.
[0489] FIG. 23(b) is a diagram showing the display screen of the effect image display device 157 when the right button 168 is pressed four times from the state shown in FIG. 23(a).
[0490] The third volume selection icon SI3 shown in Fig. 23(a) displays the characters "Volume 5 / 5," indicating that the selected volume level out of 5 levels is 5. In addition, in the 5-level vertical level display, all levels 1 to 5 are lit in a fourth color (e.g., green).
[0491] The third volume selection icon SI3 displayed on the effect image display device 157 disappears if the left button 167 and the right button 168 are not operated for a predetermined time.
[0492] The first selection switch 190 allows for seven volume levels, while the second selection switch 194 allows for five volume levels. In the slot machine 100 shown in FIG. 17, the volume setting range is from 0 to 127, with the following settings: 18 for the first level, 36 for the second level, 54 for the third level, 73 for the fourth level, 91 for the fifth level, 109 for the sixth level, and 127 for the seventh level. On the other hand, in the five-level setting, the remaining settings are the second through sixth levels, excluding the first and seventh levels. That is, the second level (36) of the seven levels is the first level of the five levels, and the sixth level (109) of the seven levels is the fifth level of the five levels. Therefore, only the staff of the gaming establishment can select the setting value (18) for the first level of the seven levels and the setting value (127) for the seventh level. The first step (18) of the seven steps may be the first step of the five steps, and the fifth step (91) of the seven steps may be the fifth step of the five steps, or the third step (54) of the seven steps may be the first step of the five steps, and the seventh step (127) of the seven steps may be the fifth step of the five steps. Alternatively, the set values for the five steps may be 26 for the first step, 51 for the second step, 76 for the third step, 102 for the fourth step, and 127 for the fifth step.
[0493] When the left button 167 of the second selection switch 194 is pressed once while the first volume selection icon SI1 or the second volume selection icon SI2 and the first guidance display icon GI1 (described later) are displayed on the performance image display device 157, the previously displaye...
Claims
[Claim 1] a first cover portion including at least a permeable portion having permeability; a second cover portion including at least a permeable portion having permeability; a first reflecting portion including at least a reflecting portion capable of reflecting light; a second reflecting portion including at least a reflecting portion capable of reflecting light; a light emitting means covered by the first cover portion; A gaming machine equipped with The light from the light emitting means is directed at least toward the player by the first cover portion, The light from the light emitting means is configured to be directed toward at least the first reflecting portion by the first cover portion, the first cover portion has a lens cut portion, At least a first portion of the lens cut portion is configured to be reflected by the first reflecting portion, When the light emitting means is turned on, at least the second portion of the lens cut portion is reflected by the second reflecting portion, When the light emitting means is turned off, at least the second portion of the lens cut portion is reflected by the second reflecting portion, the first cover portion is covered by the second cover portion, the first reflecting portion is not covered by the second cover portion, the second reflecting portion is not covered by the second cover portion, the second cover portion is present between the first portion and the first reflecting portion, The second cover portion is also present between the second portion and the second reflecting portion. A gaming machine characterized by the above.
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