gaming machines

The gaming machine employs data-driven interrupt management to prevent interruptions during critical processes, ensuring smooth operation and improved gaming experience.

JP7804118B2Active Publication Date: 2026-01-21SANKYO CO LTD
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Patent Information

Application Number
JP2025060497
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2026-01-21
Estimated Expiration
2041-06-18

AI Technical Summary

Technical Problem

Existing gaming machines lack appropriate mechanisms to prohibit interrupts during critical processes, leading to potential disruptions and inefficiencies.

Method used

A gaming machine with a storage means, basic processing means, interrupt processing means, and interrupt inhibiting means that utilize data selection and update mechanisms to manage interrupt execution, ensuring interrupts are prohibited during specific conditions, including power-up scenarios.

Benefits of technology

Enables effective interrupt management, preventing disruptions and enhancing the gaming experience by maintaining smooth operation and preventing unintended process interruptions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suitably performing interruption prohibition.SOLUTION: A game machine includes: basic processing means for executing basic processing; interruption processing means capable of executing interruption processing by interrupting basic processing; and interruption prohibition means for prohibiting execution of interruption processing. The interruption prohibition means includes: first interruption prohibition means for prohibiting execution of interruption processing on the basis of an interruption prohibition instruction; and second interruption prohibition means for prohibiting execution of interruption processing even without interruption prohibition instructions.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] The gaming machine is controlled by a main process and a timer interrupt process that is executed based on the occurrence of periodic interrupts.

[0003] There have been gaming machines that set interrupt prohibition when it would be inconvenient if a timer interrupt process were executed due to an interrupt occurring in the main process (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2017-121434 Summary of the Invention [Problem to be solved by the invention]

[0005] According to the slot machine of Patent Document 1, there is room for further improvement in the settings related to interrupt prohibition.

[0006] The present invention has been devised in view of the above circumstances, and its object is to provide a gaming machine that can appropriately prohibit interrupts. [Means for solving the problem]

[0007] (A) A gaming machine capable of playing games, a storage means having a storage area capable of storing data; a basic processing means for executing a basic process; an interrupt processing means capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process; data selection means for selecting data in response to a data selection value; a data selection value update means for updating the data selection value based on a predetermined condition; the storage means stores the data selection value in a specific area of ​​the storage area; The data selection value update means an addition process of adding 1 to the value stored in the specific area; a subtraction process of subtracting a specific value from the value stored in the specific area; a regression process for setting the value stored in the specific area to 0 when the subtraction result of the subtraction process is 0; Execute a specific addition determination process including An interrupt disabled state is entered in which the interrupt process is not executed based on an interrupt disable instruction, When power supply to the gaming machine is started, the interrupt process is not executed even if the interrupt prohibition command is not issued, While the specific addition determination process is being executed, the interrupt process is not executed even if the interrupt prohibit instruction is not present. [Brief explanation of the drawings]

[0008] [Figure 1] 1A and 1B are a front view and a diagram showing an example of the main internal configuration of a slot machine. [Figure 2] FIG. 1 is a perspective view showing the internal structure of a slot machine. [Figure 3] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 4] FIG. 10 is a diagram for explaining the transition of game states. [Figure 5] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] 10 is a diagram for explaining the combination of winning roles that are read out as the roles to be selected for each game state. FIG. [Figure 10] FIG. 10 is a diagram showing lottery target roles arranged by flag category. [Figure 11] This is a diagram to explain reel control when a push order role is won. [Figure 12]FIG. 10 is a diagram showing a game start command sent from the main control unit to the sub-control unit when the start switch is operated. [Figure 13] 10 shows the game end command sent by the main control unit to the sub-control unit at the third stop. [Figure 14] 4 is a flowchart showing the control content of main processing performed by a main control unit. [Figure 15] FIG. 10 is a diagram for explaining a setting value L. [Figure 16] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of AT to the end of AT when the setting value L is set. [Figure 17] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value L is set. [Figure 18] This is a diagram showing an example of special suggestion control that suggests that a setting value L has been set in a non-play state. [Figure 19] This is a diagram showing a slot machine 1 in which normal setting values ​​other than the setting value L in a non-play state are set. [Figure 20] FIG. 10 is a diagram for explaining the order in which setting values ​​are stored. [Figure 21] FIG. 10 is a diagram for explaining a shutter effect. [Figure 22] FIG. 10 is a diagram showing the rate at which the shutter effect is executed. [Figure 23] A figure showing an example of special suggestion control using shutter effects. [Figure 24] FIG. 10 is a diagram illustrating an example of a setting value suggestion effect. [Figure 25] FIG. 10 is a diagram showing the execution rate of the result screen for each setting value. [Figure 26] FIG. 4 is a flowchart showing the control contents of the initial setting process performed by the main control unit. [Figure 27] FIG. 4 is a flowchart showing the control content of a setting change process performed by a main control unit. [Figure 28]10 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. [Figure 29] 10 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. [Figure 30] 10 is a flowchart showing the control content of a time counter update process executed by a main control unit. [Figure 31] 10 is a flowchart showing the control contents of the gaming machine information calculation process executed by the main control unit. [Figure 32] This is a flowchart showing the control contents of the ceiling game number counting process executed by the main control unit. [Figure 33] FIG. 10 is a diagram illustrating that the lighting state of the BETLED changes each time the 1BET switch is pressed. [Figure 34] 10 is a flowchart showing the control content of a bet number setting process executed by a main control unit. [Figure 35] FIG. 10 is a diagram for explaining an example of a point map. [Figure 36] FIG. 10 is a diagram illustrating an example of a point update presentation. [Figure 37] FIG. 10 is a diagram illustrating an example of a point acquisition lottery process. [Figure 38] FIG. 10 is a diagram showing a table for the bonus lottery process. [Figure 39] FIG. 10 is a diagram showing an example in which a point update effect is executed based on a normal operation. [Figure 40] A figure showing an example in which a point update effect is not executed based on an irregular operation. [Figure 41] This is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. [Figure 42] FIG. 10 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. [Figure 43] This figure shows a table for the life gain lottery in the first state of the advantageous zone and the specialized zone. [Figure 44]This is a diagram showing tables for the life number lottery, specialized zone lottery, and one-hit victory lottery in the first and second states of the advantageous zone. [Figure 45] A figure showing an example of a bonus lottery process during AT. [Figure 46] FIG. 10 is a diagram illustrating an example of a life grant suggestion effect when a watermelon is won. [Figure 47] This is a diagram illustrating an example of a life grant suggestion effect when a strong cherry is won. [Figure 48] FIG. 10 is a diagram showing a process in which a sub-control unit executes navigation performance. [Figure 49] A diagram showing the command transmission process at the start of a game in the main control unit. [Figure 50] FIG. 10 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. [Figure 51] FIG. 10 is a diagram showing a liquid crystal display in a state where error notification control is performed. [Figure 52] FIG. 10 is a diagram showing the timing for canceling an error notification based on the reception of a game end command. [Figure 53] FIG. 10 is a diagram showing an example in which an error notification is cancelled in the next game. [Figure 54] FIG. 10 is a diagram illustrating the processing executed in the gaming state. [Figure 55] FIG. 10 is a diagram for explaining a setting value H. [Figure 56] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of AT to the end of AT when the setting value H is set. [Figure 57] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value H is set. [Figure 58] FIG. 10 is a diagram illustrating a modified example of the shutter effect. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment Mode] As a gaming machine according to the present embodiment, a slot machine will be described based on the following example. The slot machine according to the embodiment will be described with reference to FIGS.

[0010] [Slot machine configuration] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the arrangement of symbols on each reel. As shown in FIG. 1, the slot machine 1 has a front door 1b that is pivotally supported on the side edge of a cabinet 1a whose front is open. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as the left reel, center reel, and right reel) are horizontally arranged side by side, on which an equal number of different types of symbols that can be distinguished from one another are arranged in a predetermined order. As shown in FIG. 3, three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are displayed in three rows (top, middle, and bottom) in a see-through window 3 provided approximately in the center of the front of the slot machine 1 so as to be visible to the player.

[0011] In this embodiment, a configuration using three reels is exemplified, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may also be used. Also, in this embodiment, the variable display unit is a configuration that variably displays the symbols displayed in the viewing window 3 by rotating the reels 2L, 2C, and 2R, but it is not limited to reels. For example, it may be a configuration in which the symbols can be variably displayed by moving a belt on the outer periphery of which multiple symbols are arranged. Also, in this embodiment, the variable display unit is configured by physical reels, but the variable display unit may also be configured by an image display device such as a liquid crystal display.

[0012] On the front of the slot machine 1, as shown in FIG. 1, there are provided, each operable by the player, a medal insertion port 4 into which medals can be inserted, a medal payout port 9 from which medals are paid out, a MAXBET switch 6 which is operated to set the maximum bet within a specified number (3 in this embodiment) determined according to the game status within that range using credits (the number of medals stored as the game value owned by the player), a 1BET switch 65 which is operated to set the bet to one medal, a start switch 7 which is operated to start the game, stop switches 8L, 8C, 8R which are operated to stop the rotation of reels 2L, 2C, 2R, respectively, and a performance switch 56 which is operated by the player during a performance.

[0013] In the following, the operation of the start switch 7 (for example, the operation of manually pressing the start switch 7) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, the operation of manually pressing the stop switch) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, the operation of manually pressing the stop switch) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, the operation of manually pressing the stop switch) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, releasing the press of the first stop switch (first stop operation) (for example, releasing the hand from the stop switch) is referred to as the "first stop release," releasing the press of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "second stop release," and releasing the press of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also referred to as the "operation procedure."

[0014] On the front of the slot machine 1, side lamps 27 composed of multiple LEDs are provided next to the reels 2L, 2C, and 2R. Also, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided near the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 for outputting sound is provided above the liquid crystal display 51. A lower panel 55 is provided below the stop switches 8L, 8C, and 8R. The lower panel 55 is configured to be lit or flashing. The lower panel 55 is the notification means, which uses the largest area of ​​all the notification means provided in the slot machine 1, to notify predetermined information. For example, the notification means provided in the slot machine 1 include the liquid crystal display 51, the speaker 53, the side lamps 27, and the reel backlights 28, but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured so that the entire area constituting the lower panel 55 emits light. The manner of light emission includes flashing and lighting.

[0015] 1, the front of the slot machine 1 is provided with a game display unit 13, which includes a credit indicator 11 that displays the number of medals stored as credits, a game support indicator 12 that displays the number of medals paid out when a win occurs and an error code indicating the nature of an error, a 1BET LED 14 that lights up to indicate that a bet has been set to 1, a 2BET LED 15 that lights up to indicate that a bet has been set to 2, a 3BET LED 16 that lights up to indicate that a bet has been set to 3, a coin insertion request LED 17 that lights up to indicate that coin insertion is possible, a start valid LED 18 that lights up to indicate that a game start operation by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that the game is being controlled to a state such as an advantageous zone AT, and a replay in progress LED 20 that lights up to indicate that a replay game is in progress. In the slot machine 1 of this embodiment, when the maximum number of bets (3 coins) is set and the 1BET switch 65 is pressed, the two coins bet are canceled. In other words, one medal is set as the bet amount. Hereinafter, the process of canceling two bet amounts will be referred to as a "bet amount cancellation process."

[0016] Fig. 2(a) is a perspective view showing the internal structure of the slot machine, and Fig. 2(b) is a block diagram of an example of the main internal structure of the slot machine. As shown in Fig. 2(a), inside the front door 1b, there are a reset switch 23 for detecting a reset operation to release an error state and a stop state without opening the front door 1b by a predetermined key operation, a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, which will be described later, a stop switch 36a for selecting whether to enable or disable a stop function that controls the stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined moment, an automatic settlement process (a process in which medals stored as credits are settled (returned) without the player's operation) at a predetermined moment, and ... and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, which will be described later, and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, and a setting value display 24 for selecting whether to enable or disable a stop function that controls the stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined moment, and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, as shown in Fig. 2(a). the automatic settlement switch 36b for selecting whether to enable or disable the automatic settlement function that controls the automatic settlement function (processing for controlling the automatic settlement function to automatically settle the amount of money received from the medal insertion port 4); a flow path switching solenoid for selectively switching the flow path of the medals inserted from the medal insertion port 4 to either the hopper tank 34a side or the medal payout outlet 9 side provided inside the housing 1a; an inserted medal sensor for detecting medals inserted from the medal insertion port 4 and flowing down to the hopper tank 34a side; a medal selector 29 having an insertion port sensor that detects the insertion of foreign objects upstream of the inserted medal sensor; and a door open detection switch for detecting the open state of the front door 1b.

[0017] Inside the housing 1a are provided a reel unit 2 consisting of the aforementioned reels 2L, 2C, and 2R, a reel motor, and a reel sensor capable of detecting the reel reference position of each of the reels 2L, 2C, and 2R, an external output board for outputting external output signals, a hopper tank 34a for storing medals inserted from the medal insertion port 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout outlet 9, a hopper unit 34 consisting of a payout sensor for detecting medals paid out by driving the hopper motor, and a power supply box 100.

[0018] An overflow tank 35 that stores medals that overflow from the hopper tank 34a is provided on the hopper unit 34 side. A full tank sensor is provided inside the overflow tank 35 to detect when the stored medals are full.

[0019] As shown in Figure 2(a), the front of the power supply box 100 is provided with a setting key switch 37 for switching to a setting change state or a setting confirmation state, a reset / setting switch 38 which functions as a reset switch for canceling an error state or a stop state under normal circumstances and functions as a setting switch for changing the set value of the medal payout rate (also called the award rate or payout rate) such as the winning probability of the internal lottery in the setting change state, and a power switch 39 which is operated to turn the power ON / OFF.

[0020] The power supply box 100 is provided inside the housing 1a, and the front door 1b can be opened by operating a predetermined key held by a store clerk or the like. Therefore, the setting key switch 37, reset / setting switch 38, and power switch 39 provided on the front of the power supply box 100 can only be operated by store clerks or other personnel who possess the key, and cannot be operated by players. The same applies to the reset switch 23, which is detected by operating a predetermined key. In particular, the setting key switch 37 requires a key operation to open the front door 1b, and therefore can only be operated by store clerks who possess the key to operate the setting key switch 37.

[0021] As shown in FIG. 2(a), a board case 200 containing a game control board is provided on the upper inner surface of the cabinet 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands in response to the progress of the game. As shown in FIG. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game. The main control unit 41 detects operations on the MAXBET switch 6, the start switch 7, and the stop switches 8L, 8C, and 8R, as well as the insertion of medals into the medal insertion slot 4, and controls the progress of the game, such as spinning / stopping the reels 2L, 2C, and 2R and turning on / off the LEDs on the game display unit 13, in response to the detected operations.

[0022] The main CPU 41a has a plurality of registers used for various calculations. The plurality of registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), interrupt register, refresh register, program counter, etc. The main CPU 41a executes various instructions, such as arithmetic instructions and read instructions, included in the program, to update the value of a specified register or to update a value (data) stored in a storage area of ​​the RAM 41c specified by the value (address) of the specified register.

[0023] Furthermore, the flag register among the registers is configured so that its state changes to indicate the result of the calculation performed by the instruction executed by the main CPU 41a, and the change in the state of the flag register can be used to cause the main CPU 41a to perform processing according to the result of the calculation performed by the previous instruction.

[0024] As shown in FIG. 2(a), a performance control board 90 is provided above the viewing window 3 of the front door 1b. A performance switch 56 is connected to the performance control board 90, and a detection signal from the performance switch 56 is input. Performance devices such as a liquid crystal display 51 and a speaker 53 are also connected to the performance control board 90, and these performance devices are driven under the control of a sub-controller 91 mounted on the performance control board 90. As shown in FIG. 2(b), the sub-controller 91 controls performance in response to commands from the main controller 41. The sub-controller 91 includes a sub-CPU 91a that performs various control operations related to performance, and a ROM 91b and a RAM 91c that store various data related to performance. Based on commands from the main controller 41, the sub-controller 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the on / off of the side lamps 27 and reel backlights 28. The RAM 91c stores performance data used for image display on the liquid crystal display 51, lighting and blinking of the lower panel 55, and sound output from the speaker 53. Furthermore, the sub-control unit 91 detects operation of the performance switch 56, and controls image display on the liquid crystal display 51, lighting and blinking of the lower panel 55, and sound output from the speaker 53 in accordance with the detected operation.

[0025] When playing a game on the slot machine 1, a player sets a predetermined number of bets by inserting a medal into the medal slot 4 or by operating the 1-bet switch 65 or the MAX-bet switch 6. This activates the pay line LN, and operation of the start switch 7 activates the game, allowing it to begin. The pay line LN is a line used to determine whether the symbol combinations on the reels 2L, 2C, and 2R displayed in the viewing window 3 match the winning symbol combination. In this embodiment, the pay lines are defined as so-called mounds, such as the bottom of the reel 2L, the middle of the reel 2C, and the bottom of the reel 2R. Note that the pay line is not limited to a mound, but may be horizontally aligned in the middle of the reel 2L, the middle of the reel 2C, or the middle of the reel 2R. Multiple pay lines may be provided, not just a single line. A void line may also be provided to make it easier to recognize when a winning symbol combination has been aligned on the pay line LN.

[0026] When the start switch 7 is operated in a state in which the game can be started, the reels 2L, 2C, and 2R spin. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process for determining the symbol combinations (display result combinations) that are allowed to be derived.

[0027] Specifically, the main control unit 41 determines whether each lottery target role has been won in a predetermined order in the internal lottery process. For example, in the internal lottery process, the main control unit 41 acquires a random number from integers within a predetermined range (0 to 65535). Each lottery target role is assigned a judgment value number in advance from integers within the predetermined range (0 to 65535) according to the game status. The main control unit 41 adds the judgment value number of each lottery target role to the acquired random number in a predetermined order, and when the addition result overflows (exceeds 65535), it determines the lottery target role that was being added at that time as the winning role. When a lottery target role is won by the internal lottery, it is permitted to derive a symbol combination corresponding to the lottery target role.

[0028] The administrator can change the winning probability of the winning combination in the internal lottery by changing the settings. Specifically, the winning probability used in the internal lottery is determined according to the setting value set by the administrator, thereby changing the medal payout rate. The setting values ​​are 1, 2, 4, 5, 6, and L, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, 1, and L. In other words, when the setting value is set to 6, the player is most advantageous, and the advantage gradually decreases as the value decreases in the order of 5, 4, 3, 2, 1, and L. The setting value L is set to comply with type testing, and details will be explained later. Hereinafter, the setting value L will be referred to as the "special setting value." Furthermore, setting values ​​1, 2, 4, 5, and 6 will be collectively referred to as the "normal setting values."

[0029] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, the symbol combination is derived and displayed in the see-through window 3. When a symbol combination that matches the symbol combination of a winning combination stops on the pay line LN, a prize corresponding to the winning combination is awarded.

[0030] The possible winning combinations include special combinations (bonuses), small combinations, and replay combinations. A special combination (bonus) is a combination that, upon winning, controls the game state to a bonus state in which the probability of winning a small combination is higher than in a non-bonus state. Special combinations (bonuses) include first-class special combinations such as RB (regular bonus) and BB (big bonus), and second-class special combinations such as CB (challenge bonus). In this embodiment, BB is provided as a special combination. A small combination is a combination that, upon winning, awards medals. A replay combination is a combination that, upon winning, allows the player to start the next game without consuming medals owned by the player.

[0031] In order for a winning combination determined according to the game state to occur, it is necessary to win the internal lottery and set the winning flag for that combination. The internal lottery is performed by the main control unit 41, which determines whether or not to allow a winning combination for the above-mentioned combination using random numbers before the display results of all reels 2L, 2C, and 2R are determined (specifically, when the start switch 7 is detected).

[0032] Of the winning flags for each role, the winning flags for the small role and the replay role are valid only in the game in which the flag is set and are invalid in the next game, but the winning flag for the special role is valid until the combination of roles allowed by the flag is achieved and is invalid in the game in which the combination of roles allowed by the flag is achieved. In other words, once a winning flag for a special role is won, even if the combination of roles allowed by the flag is not achieved, the winning flag is not invalidated and is carried over to the next game.

[0033] Furthermore, in the internal lottery, when a stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing), a small role or a replay role (hereinafter also referred to as a "push order role") that is more advantageous than when the stop operation is performed in another operation mode can be won. Push order roles include, for example, roles that result in a stop pattern that is more advantageous when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode, and roles that result in a higher rate of advantageous stop patterns when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode. Furthermore, advantageous stop patterns include not only stop patterns that result in the awarding of medals, but also stop patterns that result in a transition to an advantageous game state, stop patterns that avoid a transition to an unfavorable game state, etc.

[0034] In the slot machine 1, the procedure for operating the stop switch 8L first in one game is also referred to as the "normal procedure," and the procedure for operating the stop switch 8C or the stop switch 8R first is also referred to as the "irregular procedure." In other words, the "normal procedure" includes a procedure for operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8C, and stop switch 8R (in the order of left, center, and right), and a procedure for operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8R, and stop switch 8C (in the order of left, center, and right). The "irregular procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8L, and stop switch 8R (in the order of center, left, right, and center), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8R, and stop switch 8L (in the order of center, right, and left), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8L, and stop switch 8C (in the order of right, left, and center), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8C, and stop switch 8L (in the order of right, center, and left). Furthermore, in the slot machine 1 of this embodiment, operating the stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as a "normal operation," and operating the stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as an "irregular operation."

[0035] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Specifically, the main control unit 41 can control the assist time (advantageous section) to be a notification period during which navigation notification can be executed to notify the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player by the lighting mode of the game assist display 12 according to the internal lottery result.

[0036] When a predetermined lottery condition is met in the normal zone, the main control unit 41 conducts a favorable zone transition lottery to determine whether to control the game to a favorable zone. Winning the favorable zone transition lottery is also referred to as "winning the favorable zone." In the favorable zone, when a push order combination is achieved, the main control unit 41 executes a navigation notification, notifying the player of the operation mode (e.g., operation procedure, operation timing, etc.) of the stop switches 8L, 8C, and 8R that is favorable to the player using the game auxiliary display 12. The main control unit 41 also transmits a command (the "command number" command, described below) that can identify the operation mode favorable to the player to the sub-control unit 91, thereby executing a navigation effect that notifies the player of the operation mode using the LCD display 51, speaker 53, etc. On the other hand, a game in which the operation mode is not notified using the LCD display 51, speaker 53, etc. is hereinafter referred to as a "game in which a navigation effect is not executed." In other words, a game in which the navigation effect is not executed is a game in which the operation mode is not announced using the LCD display 51, speaker 53, etc., regardless of whether the advantageous zone is normal or in AT state.

[0037] In a game in which a push order role is won, when the player's operation mode matches the operation mode corresponding to the winning push order role (hereinafter also referred to as the "correct procedure"), the player will win a role advantageous to the player (in this embodiment, the plum role).

[0038] By following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that results in the largest number of medals being paid out. Alternatively, by following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that has no chance of winning. Note that, among the combinations of the push-order roles, a combination that can win when the stop switches 8L, 8C, and 8R are operated in the correct order is referred to as a "main combination," and a combination that can win when the stop switches 8L, 8C, and 8R are operated in an incorrect order that is different from the correct order is referred to as a "sub combination."

[0039] By operating the stop switches 8L, 8C, and 8R in the manner of operation notified by the navigation notification and navigation performance, it is possible to ensure that the main role included in the push order role won by the internal lottery is won.

[0040] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the payout rate.

[0041] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. Note that in the slot machine 1 of this embodiment, most games are played by the player in the internal state.

[0042] On the other hand, during the non-internal period, the player does not play, or even if they do, the time they play is extremely short. During the non-internal period, if a BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.

[0043] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winable game") may be played. Specifically, in non-internal modes, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal modes, the game in which the BB is won is a BB winable game.

[0044] During the internal lottery, the BB win is carried over. Here, if the BB and small wins are simultaneously won, the reels are controlled to prioritize the small win symbol combination. Furthermore, if the small win symbol combination is a combination with no misses, in a game in which the BB and small wins are simultaneously won, the small win symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Similarly, if the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, in a game in which the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Therefore, during the internal lottery, only in games that result in a loss in the internal lottery (games in which no symbol combination wins), if the BB symbol combination can be derived by operating the stop switches 8L, 8C, and 8R, the BB symbol combination will win. In this case, the game state is controlled to BB from the next game. That is, during the internal lottery, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.

[0045] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is approximately 101%, the net increase in the number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.

[0046] The internal states include normal zones and advantageous zones. Normal zones are states in which navigation is not performed and are non-notification states in which navigation information cannot be notified. Advantageous zones are states in which navigation can be performed and are notification states in which navigation information can be notified. In this embodiment, among the advantageous zones, navigation is not performed in the normal advantageous zone, but navigation can be performed in the first state, second state, and ending state. Note that navigation may also be performed in the normal advantageous zone, but in the first state, second state, and ending state, the probability of performing navigation to win the main role when the push order role is won is higher than in the normal advantageous zone. Thus, in the AT state in advantageous zones such as the first state, second state, and ending state, navigation is performed with a higher probability than in the advantageous zone or normal advantageous zone.

[0047] In the normal zone, when the lottery for transitioning to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, since the winning of most of the roles that can be won during normal play is the condition for winning the advantageous zone, the duration of play during normal play is approximately 1G. The condition for winning the advantageous zone may also be met when any of the roles that can be won during normal play is won.

[0048] In the normal section, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of coins per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0049] The advantageous zone includes the normal advantageous zone, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state." In the normal advantageous zone, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins that a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0050] In the normal advantageous zone, an AT continuous effect is executed, which suggests a transition to the first state. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the first state will occur in the final game.

[0051] In the first state of the advantageous zone, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in this embodiment, the number of AT games in the first state is predetermined to 30G or 50G. In the first state of the advantageous zone, a life-specialized continuous effect is executed, suggesting a transition to the life-specialized zone. The life-specialized continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the life-specialized zone will occur in the final game. The life-specialized zone indicates a state in which there is a high possibility of acquiring a life, as described below. The 3 to 5 games of the life-specialized continuous effect in the first state are included in the number of AT games that is predetermined when transitioning to the first state. In other words, the life-specialized continuous effect is executed within the AT game number of 30 games or 50 games. Hereinafter, the AT continuous effect and the life-specialized continuous effect may be collectively referred to simply as "continuous effect."

[0052] When a predetermined number of AT games have been played in the first state, the state transitions from the first state to the second state (hereinafter also referred to as the second AT state). In the second state, the number of AT games is indefinite. Specifically, in the second state, an ally character battles an enemy character, and when the ally character wins the battle, the state transitions to the first state; on the other hand, when the ally character loses the battle, the AT state ends and the state transitions to a non-AT state.

[0053] In order for an ally character to battle an enemy character in the second state, a life is required as the right to do so. In this embodiment, a life can be acquired in the first state, but a life cannot be acquired in the second state. That is, the player acquires a life while remaining in the first state, and the ally character can battle an enemy character by consuming the life acquired in the first state in the second state. In the second state, a battle can be fought as many times as the number of lives possessed, and even if the ally character is defeated by the enemy character in a battle, if the ally character has remaining lives, the ally character can battle the enemy character again. If the ally character has no remaining lives when defeated by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life acquisition lottery is executed to determine whether or not a life will be granted. The AT state is extended by granting a life through the life acquisition lottery.

[0054] If an ally character defeats an enemy character in the second state and the state transitions to the first state, the player can again gain a life in the first state. Therefore, as long as there is a life remaining, it is possible to continue repeatedly transitioning between the first state and the second state, and during that time, when the push order bell (such as the 213-choice role A described below) is won, a navigation is performed, and the player can increase the net increase in the number of medals by operating the stop switches 8L, 8C, and 8R according to the navigation.

[0055] The first state also includes a first section and a second section, which are sections with different net increases in the number of medals. The first section is the first half of the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). The first section is a section in which navigation is performed less frequently than the second section, and in which the net increase in the number of medals is lower than the second section. For example, the net increase in the number of medals per 1G in the first section is 1 medal.

[0056] On the other hand, the second section is the latter section in the first state where the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). The second section is a section where navigation is performed more frequently than the first section and the net increase in the number of medals is higher than the first section. For example, the net increase in the number of medals per 1G in the second section is 5 medals. In this way, even in the AT state, navigation is performed with a higher probability when in the second section than when in the first section.

[0057] In this way, the net increase in the number of medals in the first zone in the first state is lower than in the second zone, so it is more advantageous for the player to stay in the second zone in that they can acquire more medals.

[0058] In the second state, as in the second section, navigation occurs more frequently than in the first section, resulting in a higher net increase in medals. For example, the net increase in medals per game in the second state is five medals, the same as in the second section of the first state. This allows players to earn more medals during battles in the second state. Thus, even in the AT state, navigation occurs more frequently in the second state than in the first section of the first state.

[0059] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is drawn. Specifically, in the first section of the first state, when a strong cherry is drawn, the granting of a life is confirmed, and in the second state, when a strong cherry is drawn, the ally character is confirmed to win the battle.

[0060] In the normal advantageous zone, processing such as a lottery related to control to the first state is carried out. Specifically, in the normal advantageous zone, the main control unit 41 carries out a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 has a point counter (not shown) therein for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 41 carries out an AT lottery, which will be described later.

[0061] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone but not during the normal zone or BB. The ending state is a state in which control of the advantageous zone state is confirmed to continue until, for example, the total number of net increases reaches the upper limit (e.g., 2,400 medals) or the number of games played during the advantageous zone reaches the upper limit (e.g., 1,500 games). In the ending state, similar to the second state and second zone, navigation is performed more frequently than in the first zone, and the net increase in medals is higher. Thus, even in the AT state, navigation is performed more frequently during the ending state than during the first zone in the first state. The ED transition number is set when the game transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be predetermined. The ED transition number is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition coins. The main control unit 41 cumulatively counts the number of ED transition coins, and ends the advantageous zone according to the counting process.

[0062] When a limiter condition is met in a favorable zone, the favorable zone is switched to a normal zone. Specifically, when the number of coins in the favorable zone (the net increase in the number of coins during the favorable zone) reaches 2,400, the favorable zone ends and the zone is switched to a normal zone. The number of coins in the favorable zone is counted by a favorable zone number counter stored in RAM 41c. In other words, when the number of coins in the favorable zone reaches the upper limit, it is said that the "limiter condition" is met. Alternatively, in the favorable zone, when the total number of games played (number of games in the favorable zone), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1,500 games), the favorable zone ends and the zone is switched to a normal zone. The number of games in the favorable zone is counted by a net increase in the number of coins counter stored in RAM 41c.

[0063] When the game is switched from the advantageous zone to the normal zone, the total number of games played and the net increase in coins counted in the advantageous zone, as well as the points that can be earned during play, are also initialized. The number of games played in the advantageous zone and the net increase in coins during the advantageous zone are updated not only during the advantageous zone but also during BB, but are not updated during the normal zone.

[0064] If the setting is changed during the advantageous zone, the game will be controlled to the normal zone. At this time, the total number of games played and the net increase in coins counted during the advantageous zone, as well as the points that can be earned during play, are also reset. In the slot machine 1 of this embodiment, the medal payout rate changes depending on the setting value. More specifically, the medal payout rate is changed by varying the probability of winning in a predetermined lottery, such as the point acquisition lottery described below, depending on the setting value (for example, 1, 2, 4, 5, 6, L). A store employee or the like can change this setting value by changing the setting.

[0065] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional termination conditions that are established based on the progress of the game, and a condition that a setting change is made.

[0066] In addition, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, the machine is forced to transition to the AT state regardless of the point reached. The upper limit on the number of games played in the normal advantageous zone is, for example, 1280 games. This upper limit on the number of games played is referred to as the "ceiling." In the slot machine 1 of this embodiment, to determine whether the ceiling has been reached, the RAM 41c stores the number of games played in the normal advantageous zone as a ceiling game count value. The main control unit 41 increments the value of the ceiling game count value each time a game is played in the normal advantageous zone. If the upper limit on the number of games played is set to 1280 games, the main control unit 41 transitions to the AT state when the ceiling game count value reaches 1280.

[0067] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given when winning. The name column in Fig. 5 to 8 shows the name of the winning combination, and the symbol combination column shows the symbol combination that will result in the winning combination. In addition, the award column shows the value (number of medals paid out, award of replay, etc.) that will be awarded when winning.

[0068] As shown in FIG. 5, Lip 1 to Lip 6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIGS. 6 to 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when a push-order role is won, and when won, 9 medals are paid out, which is more than the number of medals used for the bet (3 medals). Plums 1 to 6 are collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when a push-order role is won, and when won, 1 medal is paid out, which is less than the number of medals used for the bet (3 medals). 1-coin roles 1 to 33 are collectively referred to as "1-coin roles."

[0069] As shown in FIG. 7, among the symbol combinations that result in a win of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of left reel 2L, the middle row of center reel 2C, and the top row of right reel 2R, the character symbols are arranged in a row, sloping upward to the right. The arrangement of character symbols in a row is also called "character alignment."

[0070] As shown in FIG. 8, among the symbol combinations that result in a win of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, three 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."

[0071] [Role to be selected] 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. FIG. 10 is a diagram showing the lottery target roles arranged by flag category. The role number column in FIG. 9 and FIG. 10 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows its name, the game state column shows with a circle that the lottery target role is a lottery target role for each game state, and the advantageous zone win column shows whether or not there is an advantageous zone win. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.

[0072] As shown in FIG. 9, BB is provided as a special role that can be selected. The roles that can be selected for the replay role are normal lip, 7-match lip, 7-mismatch lip, character-match lip, and character-mismatch lip. The roles that can be selected for the minor role are common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1 or 2, character-match 1, weak cherry, strong cherry, and chance eye A or B. The minor roles within BB are BB medium small role and BB medium 1. Note that 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when won, and are therefore types of push order roles. The 213-choice combinations A to D, 231-choice combinations A to D, 312-choice combinations A to D, and 321-choice combinations A to D are collectively called "push-order bells." Seven-match combinations of 1 and 2 are also collectively called "seven-match combinations."

[0073] During non-internal play, all roles except for the BB small / medium role and one BB in-game can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium role, and one BB in-game cannot be won.

[0074] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.

[0075] In this embodiment, a flag category is also assigned to misses and BBs, and BBs are assigned the same FC1 as other winning combinations such as regular replies. In addition, common plums are assigned the same FC4 as watermelons.

[0076] [Reel control of push order role] 11 is a diagram for explaining reel control when a push order role is won. As described above, in this embodiment, in a game in which a push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.

[0077] For example, as shown in Fig. 11, in a game in which any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum is won, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin is won. Note that if the secondary role of 1 coin is not won when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.

[0078] As shown in FIG. 11 , the “normal procedure” is not set as the “correct procedure,” while the “irregular procedure” can be set as the “correct procedure.” That is, in a game in which a player wins any of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player will not be able to win the main plum combination. This may encourage players to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, as will be described later, in this embodiment, operating the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed imposes a disadvantageous penalty on the player. Therefore, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.

[0079] FIG. 12 is a diagram showing game start commands that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a group of commands including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands." The main control unit 41 transmits each command in the order of No. 1 to No. 13 as game start commands. Each command is assigned a serial number, which is the same as the number, as a "setting serial number." Each command stores various information managed by the main control unit 41.

[0080] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which the buttons are pressed in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number," it executes a navigation effect on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the sub-control unit 91 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."

[0081] For example, the No. 3 command "small role type" stores information that can identify whether the winning combination obtained by the internal lottery is a small role, a replay role, or a special role. The No. 6 command "interval status" stores information that can identify which of the internal states shown in FIG. 4 the game in which the start switch 7 was operated is in. Specifically, the No. 6 command "interval status" stores information indicating whether the currently controlled state is a normal interval or an advantageous interval, and further whether, within the advantageous interval, it is a normal advantageous interval, the first interval of the first state, the second interval of the first state, the second state, or the ending state. The sub-control unit 91 can identify which interval state the game in which the start switch 7 was operated is in based on receiving the No. 6 command "interval status." The No. 4 command "ball payout status" can also store information that can identify the game state of the game in which the start switch 7 was operated. The number of games in the AT consecutive effects is stored in the command No. 9 "ART Premonition G Count." The number of points acquired in the previous game is stored in the command No. 10 "Points" in the game start command. In addition, the number 11 "Winning Number" stores information that can identify the winning combination number of the winning combination obtained by internal lottery.

[0082] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the sub-control unit 91 can determine that it has received the game start command.

[0083] FIG. 13 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits a group of commands No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also when the stop switch is operated at the third stop. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 13 will be simply referred to as "game end commands." Note that among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. In other words, at the third stop, the main control unit 41 transmits information related to winning, not information related to the winning number.

[0084] The No. 10 command "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in the No. 13 command "Stop Reels." If the No. 13 command "Stop Reels" stores information indicating that the reels have stopped, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the No. 12 command "Insert Medal" and the No. 13 command "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send the No. 13 command "Stop Reels." When sending a game end command, it does not need to send the No. 12 command "Insert Medal."

[0085] [About the main process] The control content of the main processing performed by the main control unit 41 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the control content of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of game. In this embodiment, the main processing is also referred to as basic processing.

[0086] 14, the main control unit 41 first performs a game start waiting process (S1) to perform processing from the end of control of the previous game to the start of the next game. In the game start waiting process, processing is performed to set the number of bets in accordance with the insertion of medals, etc., and when the operation of the start switch 7 is detected with the specified number of bets set, processing is performed to start the next game.

[0087] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning combination is permitted (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not a winning combination is permitted (i.e., whether or not a display result is permitted) based on preset setting values ​​(1 to 6) in the slot machine 1 and a random number value for the internal lottery acquired simultaneously with the start of the game upon detection of the start switch 7. Then, a winning number (normal combination) corresponding to the winning combination in the internal lottery is stored in a winning number setting area of ​​the RAM 41c so that the winning result in the internal lottery can be identified. In addition, when a special combination is won, a winning number (special combination) corresponding to the winning special combination is stored in a winning number setting area of ​​the RAM 41c.

[0088] Next, an advantageous zone transition flag generation process (S3) is performed to convert the winning number (general role) into an advantageous zone transition flag, and a lottery flag generation process (S4) is performed to convert the winning number (general role) into a lottery flag. In the advantageous zone transition flag generation process, the advantageous zone transition flag conversion table is used to obtain the value of the advantageous zone transition flag corresponding to the winning number (general role), and this is stored in a predetermined area of ​​RAM 41c. In addition, in the lottery flag generation process, the lottery flag conversion table is used to obtain the values ​​of lottery flags 1 to 3 corresponding to the winning number (general role), and these are stored in predetermined areas of RAM 41c.

[0089] Next, a game start ball payout control process (S5) is performed at the timing when the game starts, which performs processing related to the advantageous zone, processing related to the navigation notification, and processing related to the AT state. In the processing related to the advantageous zone, processing to transition to the advantageous zone is performed when a role that transitions to the advantageous zone is won in the normal zone, processing related to the navigation notification is performed to set the navigation number and processing related to management of the advantageous zone state, and processing related to the AT state is performed to transition to the AT state according to the winning role in the normal advantageous zone. In the processing to set the navigation number, if a role that is the target of the navigation notification is won and the navigation notification is to be performed, a navigation number of "1" to "13" is set in the navigation number setting area of ​​RAM41c according to the operation mode to be notified, and if a role that is the target of the navigation notification is won and the navigation notification is not to be performed, or if a role that is not the target of the navigation notification is won, "0" is set in the navigation number setting area of ​​RAM41c.

[0090] Next, interruption is prohibited (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal that can identify a recommended stop operation mode to the test device.

[0091] Next, after the operation signal setting process, the interrupt is set to be permitted (S8), and the game start command sending process (S9) shown in Figure 12 is performed to identify that one game has started, and a group of control state commands including multiple commands that can identify various control states at the start of one game are set in a command queue and sent sequentially to the sub-control unit 91.

[0092] Next, after the game start command transmission process, a freeze process (S10) is performed to control a freeze state that delays game progress for a predetermined period. In the freeze process, when the start switch 7 is operated to start the game, it is determined whether or not control to a freeze state has been determined, and if it is determined that control to a freeze state has been determined, game progress is delayed for a predetermined period. Furthermore, if a reel effect that changes the reels is performed in the freeze state, a process is performed to change the reels in a change pattern corresponding to the type of reel effect.

[0093] Next, after the freeze process is completed, interrupts are prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time for the reels to start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning at a constant speed.

[0094] Next, after the setting process at the start of the game, the device is set to allow interruption (S13), and external signal processing at the start of rotation (S14) is performed, which outputs an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) from a specified output port to external devices such as a call lamp, hall computer, and test equipment.

[0095] Next, after external signal processing at the start of rotation, a reel stop process (S15) is performed to control the reels to stop. In the reel stop process, if a navigation notification is performed, the game assist display 12 displays the navigation number set in the navigation number setting area to notify the operation mode. Furthermore, if all rotating reels are rotating at a constant speed, acceptance of a stop operation for the rotating reels is enabled and the system waits until a reel stop operation is performed by the player. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled, reel stop control is performed to stop the reel for which the valid stop operation was performed. This reel stop control is repeatedly performed for the rotating reels until the rotation of all reels is stopped, and the reel stop process is completed.

[0096] Next, after the reel stop process, a winning search process (S16) is performed. In the winning search process, a winning symbol combination is searched for based on the symbol combination stopped on reels 2L, 2C, and 2R, and a winning flag indicating whether or not a win has occurred and the number of medals to be paid out in response to the win are set in a predetermined area of ​​RAM 41c.

[0097] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) is performed to calculate the gaming history used when calculating gaming machine information to be displayed on the gaming machine information display 50.

[0098] Next, after the gaming machine information calculation process, interruption is permitted (S19), and a special gaming state end check process (S20) is performed. In the special gaming state end check process, it is determined whether or not the end condition is met when the special gaming state is being controlled. Next, a gaming state setting process (S21) is performed. In the gaming state setting process, the gaming state of the next game is set based on the winning data set by the winning search process and the result of the special gaming state end check process.

[0099] Next, when the game ends, processing related to the advantageous zone and processing related to the navigation notification are performed, and a ball output control process at the end of the game (S22) is performed in which a point acquisition lottery process, a life acquisition lottery process, and a one-hit win lottery process are performed based on predetermined conditions. In the processing related to the advantageous zone, it is determined whether the advantageous zone end condition is met in the advantageous zone, and if the advantageous zone end condition is met, a processing is performed to set an advantageous zone end flag, and in the processing related to the navigation notification, processing related to the management of the advantageous zone state. The point acquisition lottery process, life acquisition lottery process, and one-hit win lottery process will be explained in detail below.

[0100] Next, the end-of-game command sending process (S23) shown in Figure 12 is performed, and a group of control state commands including multiple commands that can identify various control states at the end of one game is set in a command queue and sent sequentially to the sub-control unit 91.

[0101] Next, after the game end command transmission process, a payout process is performed (S24) to award a number of medals according to the winnings that have occurred as a result of the game, based on the payout number set in a predetermined area of ​​RAM 41c by the winning search process (S16). In the payout process, a predetermined number of medals are awarded to the player for each winning that has occurred, and the number of medals awarded is added to the credits. When the credits reach the upper limit (50 in this embodiment), medals that have not been added to the credits are paid out from the medal payout opening 9.

[0102] Next, after the payout process, external signal processing at the end of the game (S25) is performed, which outputs an external output signal at the end of the game (such as a medal OUT signal indicating the number of medals awarded) from a specified output port to external devices such as a call lamp, hall computer, test device, etc.

[0103] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the replay symbol combination has stopped on reels 2L, 2C, and 2R, and if the replay symbol combination has stopped, the process of setting the number of bets for replaying in the next game, the process of setting the replay flag in a predetermined area of ​​RAM 41c, the process of controlling the replay LED 20 to the ON state (lighting state), etc. is performed.

[0104] Next, advantageous zone end processing is performed (S27). In advantageous zone end processing, it is determined whether or not an advantageous zone end flag indicating that the advantageous zone is to be ended is set in a predetermined area of ​​RAM 41c, and if it is determined that the advantageous zone end flag is set, advantageous zone data initialization processing is performed to end the advantageous zone by initializing an advantageous zone related area in the storage area of ​​RAM 41c in which data related to the control of the advantageous zone is stored. In advantageous zone data initialization processing, the advantageous zone in-zone flag indicating that the vehicle is in an advantageous zone and the navigation number set in the navigation number setting area are initialized, and an advantageous zone in-zone signal buffer is turned off to output information that the vehicle is in an advantageous zone to an external device such as a test device.

[0105] Next, after the advantageous zone end processing, the advantageous zone signal control processing (S28) is performed. In the advantageous zone signal control processing, when the advantageous zone flag is set in the RAM 41c, the advantageous zone signal buffer of the RAM 41c is controlled to be ON.

[0106] Next, after the advantageous zone signal control process, advantageous zone notification end process (S29) is performed. In the advantageous zone notification end process, it is determined whether the advantageous zone signal buffer in the RAM 41c is OFF or not, and if it is determined that the advantageous zone signal buffer is OFF, the zone display LED 19 is controlled to be in an off state.

[0107] Next, after the advantageous zone notification end process, a game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of ​​RAM 41c to be initialized in the game is set in the initialization process described below. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.

[0108] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of ​​the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to RAM 41c, thereby initializing the area that is initialized at the end of every game except at the end of the special game state, and at the end of the special game state, the area that is initialized at the end of the special game state is initialized. Then, after the initialization processing, interrupts are permitted (S33), and the processing returns to the initialization processing described later.

[0109] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0110] [About the setting value L] FIG. 15 is a diagram for explaining the setting value L. As described above, in the slot machine 1 of this embodiment, six levels of values, 1, 2, 4, 5, 6, and L, can be set as the setting value. In a typical slot machine, setting values ​​1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, setting value L can be set instead of setting value 3. The setting value that replaces setting value L is not limited to setting value 3, and may be any of setting values ​​1, 2, 4, 5, and 6. FIG. 15 shows the expected value of payout balls over the entire period, the expected value of payout balls in an advantageous state, and the base and AT winning probabilities for each of the six setting values.

[0111] The expected value of payout balls over the entire period refers to the expected number of payout balls (number of medals) when a predetermined number of games (e.g., 175,000 games) have been played, regardless of the period of play. More specifically, it refers to the expected number of medals to be paid out when a predetermined number of games have been played during the non-internal, internal, and BB periods shown in FIG. 4. The expected value of payout balls in an advantageous state refers to the expected number of medals to be paid out when playing the slot machine 1 during the period from the start of the AT state to the end of the AT state. Note that the expected value of payout balls in an advantageous state may be the expected number of medals to be paid out not only during the period from the start of the AT to the end of the AT, but also during the BB period or the period including the AT and BB. The base refers to the average number of games that can be played when a predetermined number of medals are inserted in the normal advantageous period. The probability of winning the AT is the probability of winning the AT state per game. In the slot machine 1 of this embodiment, a lottery is held to determine whether or not to transition to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by varying the probability of receiving high points according to a set value.

[0112] As shown in FIG. 15, in the slot machine 1 of this embodiment, when the setting value 1 is set, the expected value of ball payout during the entire period is A1, the expected value of ball payout during an advantageous state is B1, the base is C1, and the probability of winning the AT is D1. When the setting value 2 is set, the expected value of ball payout during the entire period is A2, the expected value of ball payout during an advantageous state is B2, the base is C2, and the probability of winning the AT is D2. When the setting value 4 is set, the expected value of ball payout during the entire period is A4, the expected value of ball payout during an advantageous state is B4, the base is C4, and the probability of winning the AT is D4. When the setting value 5 is set, the expected value of ball payout during the entire period is A5, the expected value of ball payout during an advantageous state is B5, the base is C5, and the probability of winning the AT is D5. When the setting value 6 is set, the expected value of ball payout during the entire period is A6, the expected value of ball payout during an advantageous state is B6, the base is C6, and the probability of winning the AT is D6. When the setting value L is set, the expected value of balls to be paid out over the entire period is AL, the expected value of balls to be paid out in an advantageous state is BL, the base is CL, and the probability of winning the AT is DL.

[0113] The expected number of medals to be paid out over the entire period of each setting value is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the setting value L is the setting value with the smallest expected number of medals to be paid out in all games including games in the advantageous state among the setting values 1, 2, 4, 5, 6, L. Also, the expected number of medals to be paid out in the advantageous state of each setting value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the setting value L is the setting value with the smallest expected number of medals to be paid out in the advantageous state among the setting values 1, 2, 4, 5, 6, L. Further, in the slot machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes large. For example, when the period from the start of the AT state to the end of the A state is set as 100 games, if the expected value B1 is 900 medals (net increase of 6 medals) and the expected value B2 is 910 medals (net increase of 6.1 medals), the expected value BL may be 310 medals (net increase of 0.1 medal). That is, while the difference between B1 and B2 is 10 medals, the difference between BL and B1 is 590 medals. Similarly, the difference between BL and B1 is larger than any of the differences between B2 and B4, between B4 and B5, and between B5 and B6. In other words, the setting value L is the setting value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other setting values.

[0114] Furthermore, the base of each setting value is such that CL is the smallest, C6 is the largest, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the AT winning probability of each setting value, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the AT winning probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, L and transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.

[0115] Figure 16 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of AT when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of AT will be explained. In Figure 16, when the setting value 1 and the setting value L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 16 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for the setting value 1 paid out during the period from the start to the end of the AT state is B1, the apex of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for the setting value L paid out during the period from the start to the end of the AT state is BL, the apex of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value BL.

[0116] The width SD1N of the normal distribution for setting value 1 indicates the variation (standard deviation) in the number of medals paid out, and the width SD1L of the normal distribution for setting value L indicates the variation (standard deviation) in the number of medals paid out. In other words, the wider the width SD1N and width SD1L, the more variation there will be in the number of medals paid out at each setting value from the start of the AT state to the end of the AT state. As shown in Figure 16, width SD1L is narrower than width SD1N.

[0117] That is, the variation in the number of medals paid out when the setting value L is set during the period from the start of the AT to the end of the AT is smaller than the variation in the number of medals paid out when the setting value 1 is set during the period from the start of the AT to the end of the AT. In other words, the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value L is set will be close to the expected value BL is higher than the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value 1 is set will be close to the expected value B1.

[0118] FIG. 17 is a diagram for explaining the variation in the number of dispensed balls over the entire period when the setting value L is set. FIG. 17 illustrates a normal distribution showing the variation in the number of dispensed balls (number of medals) during a predetermined number of games (for example, 17,500 games) when the setting values ​​1 and L are set. In other words, it illustrates the probability distribution of the number of medals dispensed during a predetermined number of games when the setting values ​​1 and L are set. Referring to FIG. 15, since the expected value of dispensed balls during a predetermined number of games for the setting value 1 is A1, the peak of the normal distribution for the setting value 1 indicates the number of dispensed balls with the expected value A1. The width SD2N of the normal distribution for the setting value 1 indicates the variation (standard deviation) in the number of medals dispensed when the setting value 1 is set. Since the expected value of dispensed balls during a predetermined number of games for the setting value L is AL, the peak of the normal distribution for the setting value L indicates the number of dispensed balls with the expected value AL. The width SD2L of the normal distribution for the setting value L indicates the variation (standard deviation) in the number of medals dispensed when the setting value L is set. The width SD2L is narrower than the width SD2N.

[0119] That is, referring to FIG. 17, the variation in the number of medals paid out when the setting value L is set is smaller than the variation in the number of medals paid out when the setting value 1 is set. In other words, the probability that the number of medals paid out during a predetermined number of games when the setting value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games when the setting value 1 is set is close to the expected value A1. In other words, with the setting value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by the design of the expected value of ball payout in an advantageous state and the probability of winning the AT, as explained in FIG. 15. In other words, the expected value of ball payout in an advantageous state when the setting value L is set, BL, is extremely small compared to other setting values. Therefore, with the setting value L, the number of medals paid out is small even when the game transitions to the AT state. On the other hand, with regard to the probability of winning the AT, the setting value L is not designed to be the lowest among the setting values ​​1, 2, 4, 5, 6, and L, and the game transitions to the AT state with a relatively high probability.

[0120] At setting value L, since it transitions to the AT state with a high probability, the period of playing games in the advantageous section usually does not continue, and it stably transitions to the AT state. However, even when it transitions to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in FIG. 17, in all periods regardless of the advantageous state, when a predetermined number of games are played, the variation in the number of medals paid out can be made smaller compared to other setting values. In FIG. 17, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during the predetermined number of games among setting values 1, 2, 4, 5, 6, L. Thus, when the type test is executed with setting value L set, since the payout number stabilizes, it becomes easier to conform to the type test. Note that the expected value of the number of medals paid out in the advantageous state of setting value L does not have to be extremely smaller compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.

[0121] As described above, by adjusting the expected value of the number of balls in the advantageous state and the AT winning probability, setting value L is designed to be the setting value with the smallest variation in the payout number during the predetermined number of games. However, the method of reducing the variation in the payout number is not limited to this. For example, it is conceivable to adjust the payout number per game in the advantageous state. That is, at setting value L, the payout number per game in the advantageous state is fixed, and at the normal setting value, the payout number per game in the advantageous state is variable.

[0122] The More specifically, when the set value L is set, the payout is designed to be 7 coins with a 100% probability when one game is played in an advantageous state. On the other hand, when the normal set value is set, the payout is designed to be 0 coins with a 50% probability when one game is played in an advantageous state, and 15 coins with a 50% probability when one game is played in an advantageous state. This allows a difference in the variation in the payout number per game in an advantageous state between the set value L and the normal set value, so the set value L can be set to a value that results in a smaller variation in the payout number for all games, including games in an advantageous state, than any of the normal set values. Note that the payout number per game in an advantageous state when the set value L is set is not fixed, but may be smaller than the variation in the payout number per game in an advantageous state when the normal set value is set. For example, at setting value L, it is designed so that 7 coins are dispensed with a 50% probability and 8 coins are dispensed with a 50% probability, while at normal setting value, it is designed so that 0 coins are dispensed with a 50% probability and 15 coins are dispensed with a 50% probability.

[0123] The length of the period controlled to the advantageous state may also be adjusted. The period controlled to the advantageous state is, for example, the number of games from the start to the end of the AT state. With the setting value L, the period controlled to the advantageous state is fixed, and with the normal setting value, the period controlled to the advantageous state is variable.

[0124] More specifically, when the set value L is set, the number of games played from the start of the AT state to its end is fixed at 200. On the other hand, when the normal set value is set, the period from the start of the AT state to its end is designed to be variable, for example, 100 games or 1,000 games, based on an internal lottery. This allows the length of the period controlled to an advantageous state to differ between the set value L and the normal set value, and the set value L can be set to a value that results in smaller variations in the payout numbers for all games, including games played in an advantageous state, than any of the normal set values. Note that the period controlled to an advantageous state when the set value L is set is not fixed, and it is sufficient that the variations in the length of the period controlled to an advantageous state are smaller than the variations in the length of the period played in an advantageous state when the normal set value is set.

[0125] In this way, by adjusting various conditions, the set value L can be set to the set value that produces the smallest variation in the payout numbers for all games, including games in an advantageous state, among the set values ​​1, 2, 4, 5, 6, and L. These conditions can also be used in combination. For example, by adjusting both the payout number per game in an advantageous state and the period of play in the advantageous state, the variation in the payout numbers for the set value L can be made the smallest among the set values ​​1, 2, 4, 5, 6, and L. Furthermore, by adjusting the expected number of balls paid out in an advantageous state, the probability of winning the AT, the payout number per game in an advantageous state, and the period of play in the advantageous state, the set value L may be designed to produce the smallest variation in the payout numbers among the set values ​​1, 2, 4, 5, 6, and L.

[0126] An example of special suggestion control that suggests that the setting value L is set will be described below with reference to Figures 18 and 19. Figure 18 is a diagram showing an example of special suggestion control that suggests that the setting value L is set in a non-play state. Figure 19 is a diagram showing the slot machine 1 in which a normal setting value other than the setting value L in a non-play state is set.

[0127] 18 and 19 show the slot machine 1 in a non-play state. The non-play state means a state in which no bets are placed, the reels are stopped, and no game is being played. If no game is played for a certain period of time after entering the non-play state, the slot machine 1 displays a demo screen on the LCD display 51.

[0128] As shown in FIG. 18, when the setting value L is set, the telop 120 is displayed superimposed on the demo screen. Furthermore, when the setting value L is set, the lower panel 55 flashes. The lower panel 55 may light up instead of flashing. On the other hand, as shown in FIG. 19, when a setting value other than the setting value L is set, the telop 120 is not displayed on the LCD 51. Furthermore, the lower panel 55 does not light up or flash. Thus, in the slot machine 1 of this embodiment, when the setting value L is set and no game is being played, the telop 120 is displayed and the lower panel 55 flashes, thereby executing special suggestion control. The special suggestion control is a control that suggests to the player that the setting value L has been set.

[0129] In the example of FIG. 18, the special suggestion control is performed by displaying the caption 120 and flashing the lower panel 55. The special suggestion control may be performed in other ways as long as the suggestion can be distinguished between when a setting value other than the setting value L is set and when the setting value L is set. This allows the slot machine 1 of this embodiment to make the player aware that the setting value L has been set even when the player is not playing, thereby preventing the player from playing when the setting value L is set. Furthermore, by performing the special suggestion control using the lower panel 55, which has the largest area used for notification, the administrator and the player can be made aware that the setting value L has been set.

[0130] In this way, in the slot machine 1 of this embodiment, it is possible to set any one of the setting values ​​1, 2, 4, 5, 6, and L. The setting value L is the setting value among the setting values ​​1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in all games including games in an advantageous state when the setting value L is set, and is the setting value among the setting values ​​1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in an advantageous state when the setting value L is set, and is the setting value among the setting values ​​1, 2, 4, 5, 6, and L that has the smallest variation in the gaming value that can be awarded in an advantageous state when the setting value L is set.

[0131] As a result, by conducting a type test using the set value L, the variation in the number of medals that can be awarded in an advantageous state is reduced, allowing games to be played as designed, making it easier to comply with the type test. On the other hand, if the set value L is set in the market, it will be disadvantageous to the player because it will reduce the expected number of medals that can be awarded in all games, including games in an advantageous state, or the expected number of medals that can be awarded in an advantageous state, but by indicating that the set value L has been set, it is possible to make the player aware that the set value L has been set.

[0132] FIG. 20 is a diagram for explaining the order in which setting values ​​are stored. As described above, a reset / setting switch 38 that functions as a setting switch for changing the payout rate in the setting change state is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set setting value is displayed on the credit indicator 11 or the gaming auxiliary display 12. For example, when the setting value 1 is set, as shown in FIG. 20(a), the credit indicator 11 or the gaming auxiliary display 12 displays the number "1" as a 7-segment number indicating that the setting value 1 is set.

[0133] When the reset / set switch 38 is operated in the state of Fig. 20(a), the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display "2" as a 7-segment display, as shown in Fig. 20(b). Furthermore, when the reset / set switch 38 is operated, the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display the setting values ​​in the order of "4," "5," "6," "L," "1," "2," ..., as shown in Figs. 20(c) to (h). In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of setting values ​​1, 2, 4, 5, 6, L, and displays them on the credit indicator 11 or the gaming auxiliary indicator 12.

[0134] More specifically, the correspondence between the setting values ​​and the data stored in ROM 41b or RAM 41c will be described. When "0" is stored as a data value in ROM 41b or RAM 41c, it corresponds to setting value 1. When "1" is stored as a data value, it corresponds to setting value 2. When "2" is stored as a data value, it corresponds to setting value 4. When "3" is stored as a data value, it corresponds to setting value 5. When "4" is stored as a data value, it corresponds to setting value 5. When "5" is stored as a data value, it corresponds to setting value 6. When "6" is stored as a data value, it corresponds to setting value L. The specific data associated with the setting values ​​in ROM 41b or RAM 41c includes not only the data value indicating the setting value itself, but also a numerical value for determining a process determined for each setting value. For example, the numerical value for determining a process is a winning probability determined for each winning combination.

[0135] That is, ROM 41b stores a plurality of specific data corresponding to each of the setting values ​​1, 2, 4, 5, 6, and L consecutively in a storage area. Furthermore, among the plurality of specific data corresponding to each of the setting values ​​1, 2, 4, 5, 6, and L, the specific data corresponding to the setting value L is stored at the end of the order in the storage area of ​​ROM 41b. That is, the order is "1, 2, 4, 5, 6, L." Note that the specific data corresponding to the setting value L may be stored at the beginning of the order in the storage area of ​​ROM 41b. If stored first, the order is "L, 1, 2, 4, 5, 6." This makes it easier to distinguish between the setting value L and the normal setting values ​​1, 2, 4, 5, and 6.

[0136] Furthermore, the set value L, which is set to comply with the type test, is displayed using the letter "L" other than a number. On the other hand, the normal set value to be set in the market is displayed using a number. This makes it easier for the manager of the slot machine 1 to distinguish between the set value L and normal set values ​​other than the set value L, and to recognize that the set value L has been set.

[0137] [Shutter effect] FIG. 21 is a diagram for explaining a shutter effect. FIG. 21 shows an example of a shutter effect executed using the liquid crystal display 51. A shutter effect is an effect in which the entire area displayed by the liquid crystal display 51 is covered once by a shutter, a sliding door, or the like being closed, and then the shutter or sliding door opens, exposing the area displayed by the liquid crystal display 51 again. The image displayed on the liquid crystal display 51 before and after the shutter or sliding door is closed may be changed in part or in whole. Furthermore, the image displayed on the liquid crystal display 51 may not need to be changed before and after the shutter or sliding door is closed. Furthermore, the shutter effect may be used when the stage is changed. This makes it possible to appropriately indicate that the stage is changing.

[0138] For example, in the example of FIG. 21(a), the second section stage of the first state is displayed on the liquid crystal display 51. When the shutter effect is executed, the display area of ​​the liquid crystal display 51 is gradually covered by a shutter, as shown in FIG. 21(b). The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. When the shutter is an image, the liquid crystal display 51 gradually superimposes the shutter on the image of the second section stage of the first state shown in FIG. 21(a). In FIG. 21(c), the display area of ​​the liquid crystal display 51 is covered by the shutter, and the second section stage of the first state cannot be seen.

[0139] In Fig. 21(d), the shutter gradually begins to open, and in Fig. 21(e), the shutter has finished opening. As shown in Fig. 21(e), after the shutter effect is performed, an image showing a state in which the player is battling an enemy corresponding to the second state is displayed. Next, a method for using the shutter effect to indicate to the player that the setting value L has been set will be described.

[0140] FIG. 22 is a diagram showing the rate at which a shutter effect is executed. As shown in FIG. 22, the frequency with which a shutter effect is executed varies depending on the set setting value and the situation. When the normal setting value is set, a shutter effect is not executed in the first situation. The first situation refers to the situation in the normal section, the normal advantageous section, and the AT continuous performance. Furthermore, when the normal setting value is set, a shutter effect is executed in the second situation with a probability of 1 / 50. In other words, in the second situation when the normal setting value is set, a shutter effect is executed on average once every 50 games. When the setting value L is set, a shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and during the AT continuous performance in the first situation. In other words, a shutter effect is executed on average once every two games. When the setting value L is set, a shutter effect is not executed in the normal section, the first state, or the second state.

[0141] FIG. 23 is a diagram showing an example of special suggestion control using shutter effects. As shown in FIG. 23, in this embodiment, when the setting value L is set, the shutter effects are executed with a probability of 1 / 2 in the normal advantageous zone. At this time, effects related to the shutter effects, such as stage changes or when the shutter opens, are not executed. As a result, images of the shutter opening and closing are frequently displayed, giving the player a sense of incongruity.

[0142] Although the second situation has been described as an example in which the first and second situations are advantageous situations, the second situation is not limited to being in an advantageous situation. For example, the first situation may be the normal advantageous zone state, and the second situation may be the AT continuous performance. In this case, for example, when the setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the normal advantageous zone state, which is the first situation, and when the normal setting value is set, the shutter performance may be executed at least once during the AT continuous performance, which is the second situation.

[0143] In the slot machine 1 of this embodiment, when the normal setting value is set, the shutter effect is executed at a rate of 1 / 50 in the first and second advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed more frequently in the normal advantageous zone and during the AT continuous effect compared to when the normal setting value is set. As a result, in the slot machine 1, the shutter effect, which would only be executed in the AT state if the setting value L is not set, is executed more frequently in the normal advantageous zone, making it possible to make the player feel uncomfortable. This suggests to the player that the setting value L has been set.

[0144] In this way, the main control unit 41 uses the liquid crystal display 51 capable of executing effects used in the game to execute special suggestion control that suggests that the setting value L has been set. With this configuration, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing to play with the setting value L set.

[0145] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and as a special suggestion control, it differentiates the execution rate of the shutter effect when the setting value L is set and when the normal setting value is set, among the setting values ​​1, 2, 4, 5, 6, and L. This allows the player to recognize that the setting value L is set based on the execution frequency of the shutter effect.

[0146] When the normal setting value is set, the sub-control unit 91 does not execute a shutter effect in the first situation indicating the normal section, the normal advantageous section, or the AT continuous performance, but executes a shutter effect in the second situation indicating the first and second states. Also, when the setting value L is set, the main control unit 41 executes a shutter effect in the first situation using the liquid crystal display 51 as a special suggestion control. As a result, by executing a shutter effect in the first situation, the player can be made aware that the setting value L is set.

[0147] The shutter effect is an effect in which an image of a shutter, a sliding door, or other such obstruction is displayed over the entire display area of ​​the liquid crystal display 51. The area in which the shutter effect is displayed is not limited to the entire display area of ​​the liquid crystal display 51, and may be displayed only in the effect area 510, which will be described later. This allows the player to easily recognize that the setting value L has been set by displaying an obstruction such as a shutter or a sliding door over the entire display area.

[0148] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Also, the shutter effect is executed when the navigation is not executed. In other words, the shutter effect is not executed when the navigation is executed. This prevents the display of the navigation effect from being obstructed by the execution of the shutter effect.

[0149] [Setting value suggestion effect] The following describes the setting value suggestion effect that suggests the set setting value. Figure 24 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of this embodiment, setting values ​​1, 2, 4, 5, and 6 can be set as normal setting values, and setting value L can be set as a special setting value.

[0150] When executing a presentation, the sub-control unit 91 can execute a setting value suggestion presentation that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit when a design change is made. The sub-control unit 91 executes the setting value presentation based on the acquired setting value. The setting value suggestion presentation can be executed at various times and in various ways. Figure 24 explains an example in which the setting value suggestion presentation is executed together with a result screen that is displayed when the AT state ends. The result screen is a screen that notifies the number of medals paid out in the AT state, the number of games played, etc.

[0151] Below, the four types of result screens shown in Figure 24 will be explained with reference to Figure 25. Figure 25 is a diagram showing the execution rate of result screens for each setting value. Figure 24(a) is the character 1 result screen on which character Ch1 is displayed. Referring to Figure 25, the character 1 result screen is displayed with a probability of 90% when the normal setting value is set. Also, the character 1 result screen is displayed with a probability of 100% when the setting value L is set. In other words, when the setting value L is set, the character 1 result screen is always displayed when the AT state ends and the result screen is displayed.

[0152] Figure 24(b) is the character 2 result screen on which character Ch2 is displayed. The character 2 result screen is a result screen that suggests an odd number setting. Referring to Figure 25, the character 2 result screen is displayed with a 10% probability when setting value 1 or setting value 5 is set. The character 2 result screen is not displayed when setting values ​​2, 4, 6, or L are set. In this way, by displaying the character 2 result screen, the slot machine 1 can suggest that either setting value 1 or 5 has been set.

[0153] Figure 24(c) is a character 3 result screen on which character Ch3 is displayed. The character 3 result screen is a result screen that suggests an even number setting. Referring to Figure 25, the character 3 result screen is displayed with a 10% probability when setting value 2 or setting value 4 is set, and with an 8% probability when setting value 6 is set. The character 3 result screen is not displayed when setting values ​​1, 5, or L are set. As a result, in the slot machine 1, by displaying the character 3 result screen, it is possible to suggest that one of setting values ​​2, 4, or 6 has been set.

[0154] FIG. 24(d) shows the character 4 result screen displaying the character Ch4. The character 4 result screen is a result screen that suggests the setting value 6. Referring to FIG. 25, the character 4 result screen is displayed with a 2% probability when the setting value 6 is set. The character 4 result screen is not displayed when the setting values ​​1, 2, 4, 5, or L are set. In this way, the slot machine 1 can suggest that the setting value 6 is set by displaying the character 4 result screen. A setting suggestion that suggests the set setting value, rather than suggesting that multiple setting values ​​are set, as in the character 4 result screen, is called an individual setting suggestion. An individual setting suggestion may be performed for a setting value of 5, for example, but is preferably suggested for settings with a payout rate of more than 100%.

[0155] As described above, the slot machine 1 of this embodiment displays four types of result screens. When the character 2 result screen, character 3 result screen, and character 4 result screen are displayed, it is easy for the player to guess which of the setting values ​​1, 2, 4, 5, 6, and L has been set. However, when the character 1 result screen is displayed, it is difficult for the player to guess which setting value has been set. This is because, as explained above, the setting value L is a setting value intended for use in type testing, and for normal setting values ​​intended for use in the market, the character 1 result screen is uniformly displayed with a probability of 90%. Therefore, the character 1 result screen is the result screen that makes it most difficult to determine which setting value has been set. Hereinafter, the setting suggestion that displays the character 1 result screen will be referred to as the normal setting suggestion.

[0156] 24 and 25, it was explained that the setting value is suggested by changing the type of character displayed on the result screen that is displayed when the AT state ends. The setting value suggestion effect may be suggested not only by changing the type of character displayed, but also by changing the background color or pattern displayed on the result screen, for example. Furthermore, the timing at which the setting value suggestion effect is executed is not limited to the end of the AT state, but can be executed in various states and timings, such as the effect during a normal advantageous zone, during continuous AT effects, and during the ending state.

[0157] In this way, the slot machine 1 of this embodiment can execute a setting suggestion to suggest which of the setting values ​​has been set. On the other hand, when the setting value L is set, the setting suggestion is not executed. In other words, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. In this way, when the setting value L is set, it is only suggested that the setting value L has been set, and it is not suggested that the normal setting value has been set, thereby preventing confusion among the player.

[0158] Furthermore, in the slot machine 1 of this embodiment, when the normal setting value is set, on the result screen at the end of the AT state, it is possible to execute normal setting suggestion, odd setting suggestion, even setting suggestion, and setting value 6 final suggestion, which are the most difficult to recognize which setting value is set. When setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen other than the normal setting suggestion are not displayed, while the character 1 result screen is displayed. This makes it possible to prevent confusion for the player caused by setting suggestions other than the normal setting suggestion when setting value L is set.

[0159] Furthermore, in the slot machine 1 of this embodiment, when the setting value 6 is set among the setting values ​​1, 2, 4, 5, 6, and L, an individual setting suggestion that suggests that the setting value 6 is set can be executed. On the other hand, when the setting value L is set, the individual setting suggestion, that is, the setting value 6 determination suggestion, is not executed. This makes it possible to prevent the player from being confused by suggesting that one of the normal setting values ​​is set even when the setting value L is set, and further makes it possible to prevent the player from being confused by the individual setting suggestion that individually suggests that the setting value L is set being displayed on the result screen.

[0160] Fig. 26 is a flow diagram showing the control contents of the initial setting process performed by the main control unit 41. In the following, in order to explain the setting value change process in more detail, the startup process and initial setting process performed by the main control unit 41 will be explained based on Fig. 26. The startup process and initial setting process are subroutines included in the game program.

[0161] When power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where timer interrupts are set to be prohibited due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 41b. After starting up, the main control unit 41 first performs a startup setting process included in the game program to initialize all output ports 0 to 9, and then performs an initial setting process included in the game program to initialize the internal registers of the main control unit 41 based on an internal register initialization table previously set in a predetermined area of ​​the ROM 41b.

[0162] The initialization process begins with timer interrupts disabled. The process first references a predetermined area of ​​the input port (Sa1) and determines whether the power interruption detection signal output from the power interruption detection circuit is ON (Sa2). If the power interruption detection signal is ON, the process waits until the power interruption detection signal turns OFF. After the power supply voltage of the slot machine 1 returns to normal and the power interruption detection signal turns OFF, the process calculates parity in a predetermined area of ​​the RAM 41c (Sa3) and sets a predetermined initial address in the stack pointer (Sa4). The process then determines whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, the process acquires fixed data for RAM corruption diagnosis set in a predetermined area of ​​the RAM 41c at the time of power interruption (Sa6), and diagnoses whether the contents of the RAM 41c have been corrupted based on the fixed data for RAM corruption diagnosis (Sa7).

[0163] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 41c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). Note that an abnormality in RAM 41c occurs when the parity is abnormal, or when the parity is normal but the stored contents are diagnosed as abnormal.

[0164] If an abnormality is found in RAM 41c, the main control unit 41 saves the values ​​of flag registers, which store calculation results, by storing them in a predetermined order in a game stack area of ​​the game RAM area (Sa9), and then calls and executes non-game RAM area initialization processing included in the non-game program (Sa10). The non-game RAM area initialization processing initializes the non-game RAM area of ​​RAM 41c, and then returns to the initial setting processing. Upon returning to the initial setting processing, the flag register values ​​saved in the game stack area in step Sa9 are sequentially read from the game stack area in the reverse order of saving and set in the flag register, thereby restoring the flag register to the state it was in before the RAM area initialization processing was executed (Sa11).

[0165] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is stored in a predetermined area of ​​the non-game RAM area and saved. Then, the stack pointer SP is set to a predetermined value of the non-game stack area (the value stored in the predetermined area of ​​the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program), thereby setting the stack pointer SP for the non-game program. Then, the values ​​of all registers provided in the main control unit 41, including the above-mentioned flag register, are saved in a predetermined order in the non-game stack area of ​​the non-game RAM area specified by the stack pointer SP. Then, the start address (the first address of the unused area 4) and end address (the last address of the non-game RAM area) of the RAM to be initialized are specified, and the start address is used as the initial value of the specified address. The data at the specified address is then cleared, and the specified address is updated to the next address. This process is repeated until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, the register values ​​that were stored and saved in the non-game stack area when the non-game RAM area initialization process began are sequentially read from the non-game stack area in the reverse order of saving and set in the registers corresponding to that order, thereby restoring all registers to the state they were in when the non-game RAM area initialization process began. Then, the value of the stack pointer SP that was saved in a predetermined area of ​​the non-game RAM area when the non-game RAM area initialization process began is set to the stack pointer SP, restoring the stack pointer SP to the state it was in when the non-game RAM area initialization process began, and the non-game RAM area initialization process is terminated.

[0166] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of ​​that capacity can be cleared sequentially from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.

[0167] If it is determined in step Sa8 that there is no abnormality in RAM 41c, or if the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in RAM 41c is cleared (Sa12), and a RAM destruction initialization start address is set (Sa13) to specify the address of the game RAM area that is the target for initialization processing when there is an abnormality in RAM 41c. Then, input port 2 is referenced to determine whether the setting key switch 37 is in the ON state (Sa14).

[0168] If it is determined in step Sa14 that the setting key switch 37 is ON, a setting change process is performed. In the setting change process, the reset / setting switch 38 and start switch 7 are operated in a predetermined sequence to confirm the setting value. When it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the game is allowed to proceed. Furthermore, when the setting change process starts, a setting command (start) indicating the start of the setting change process is sent to the sub-control unit 91. When the setting change process ends, a setting command (end) indicating the end of the setting change process is sent. Furthermore, when the setting change process ends, the setting change process specifies the start address of the RAM area to be initialized at the time of the setting change and returns to the main processing step. Then, by performing RAM initialization processing in the main processing step, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, i.e., the entire game RAM area, is initialized. Note that all game RAM areas except for the stack area currently in use in RAM 41c may be initialized.

[0169] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, it is determined whether or not there is an abnormality in the RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa15). If it is determined that there is no abnormality in the RAM 41c, the output buffer for outputting external output signals is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of ​​the RAM 41c and which counts the number of times a reel rotation error is detected in the main processing described below, is cleared (Sa17). Thereafter, the stack pointer SP is set to the address at the time of power failure based on the contents stored in the RAM 41c, thereby restoring the stack pointer to the state it was in at the time of power failure (Sa18), and the port input processing is performed twice consecutively (Sa19, Sa20).

[0170] The port input process updates input status data (input data indicating the current input status of the various switches, confirmation data indicating that the previous and current input data are the same, and edge data indicating that the confirmation data has changed since the previous input) related to the input status of the various switches input to the parallel input port 511. Port input buffers 0-2 are provided in a predetermined area of ​​the game RAM area of ​​the RAM 41c to store the input status data of the various switches. The input status data of the various switches updated by the port input process is stored in predetermined bits of the port input buffer, which are predefined for each type of switch. In the port input process, the detection status (ON or OFF) of the various switches connected to input ports 0-2 of the parallel input port 511 is stored as input data in predetermined bits of the port input buffer. Furthermore, the detection status (ON or OFF) in the previous and current port input processes is compared. If the current and previous input data are the same, the confirmation data is updated to indicate the detection status of the current input data. However, if the current and previous input data are different, the previous confirmation data is maintained. Furthermore, by comparing the current and previous confirmed data, if the confirmed data changes from an OFF state to an ON state, ON edge data indicating that the confirmed data has changed from an OFF state to an ON state is stored in a predetermined bit of port input buffers 0 to 2, and if the confirmed data changes from an ON state to an OFF state, OFF edge data indicating that the confirmed data has changed from an ON state to an OFF state is stored in a predetermined bit of port input buffers 0 to 2. The input data, confirmed data, and edge data of the various switches stored in the port input buffers can be referenced by game programs and non-game programs.

[0171] Furthermore, by performing the port input process twice in succession in the initial setting process, when the port input process is subsequently performed, input state data relating to the input states of the detection signals of the various switches is created based on the input states of the various switches after the initial setting process, i.e., the input states of the various switches after the power supply to the slot machine 1 is resumed. This prevents unintended input situations from being identified. Furthermore, the port input process may be configured to create finalized data based on input data acquired through three or more port input processes (e.g., input data from the current, previous, and previous-previous inputs). In such a configuration, by performing the port input process in the initial setting process one consecutive time less than the number of port input processes required to create finalized data, input state data can be created when the port input process is performed after the initial setting process based on the input states of the various switches after the initial setting process.

[0172] After the port input processing is performed in steps Sa19 and Sa20, a predetermined input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22), and if the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of ​​RAM 41c (Sa23).

[0173] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a restoration command indicating that the control state before power interruption has been restored is sent to the sub-control unit 91 (Sa24), and then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 will be transmitted is set in a predetermined area of ​​the RAM 41c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door open detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of ​​the RAM 41c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.

[0174] Then, after setting the door command transmission flag in step Sa25, all registers are restored to the state before power was cut off stored in RAM 41c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and the process transitions to the timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to the slot machine 1 was cut off.

[0175] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM 41c, game RAM initialization processing is performed (Sa28), and the area from the RAM destruction initialization start address set in step Sa13 to the end of the game RAM area of ​​RAM 41c is initialized. After that, as in the processing up to steps Sa9 to Sa11, the value of the flag register in which the flag is set among the registers is saved to the game stack area of ​​the game RAM area (Sa29), and then non-game RAM area initialization processing included in the non-game program is called (Sa30), and all non-game RAM areas of RAM 41c are initialized, and then the process returns to the caller and the registers saved in step Sa29 are restored (Sa31).

[0176] After restoring the register in step Sa31, the door command transmission flag is set (Sa32), the timer interrupt is set to enabled (Sa33), a RAM abnormality error code (E8) indicating that there is an abnormality in RAM 41c is prepared in a specified register (Sa34), the initial setting process is terminated, and the process proceeds to error processing.

[0177] In error processing, the sub-controller 91 is controlled to enter an error state in which game progress is disabled. The sub-controller 91 then sends an error command identifying an error code (E8) stored in a specified register to the sub-controller 91, and sets the error code (E8) in a specified area of ​​the RAM 41c as an error flag that can be referenced in other processes (e.g., the sensor monitoring process, described below). The sub-controller 91 also controls the display of the error code (E8) on the game assist display 12. The sub-controller 91 then controls the error state until it is determined that the error state release condition corresponding to the error code (E8) stored in the specified register has been met. When the RAM abnormality error code (E8) is stored in the specified register and the system transitions to the error state, turning on the power switch 39 with the setting key switch 37 turned on reliably resolves the data abnormality in the RAM 41c and releases the error state. On the other hand, turning on the power switch 39 without turning on the setting key switch 37 again detects an abnormality in the RAM 41c, and the system again enters the error state.

[0178] In this way, the main control unit 41 first performs an initial setting process after power supply to the slot machine 1 is started, and in the initial setting process, the main control unit 41 transitions to one of timer interrupt processing (main), setting change processing, and error processing depending on the state of the main control unit 41 when power supply to the slot machine 1 is started. When transitioning to these processes, the main control unit 41 transmits a command capable of specifying the type of processing to transition to to the sub-control unit 91. When transitioning to timer interrupt processing (main), that is, when returning to the control state before power supply to the slot machine 1 was stopped, the main control unit 41 transmits a return command to the sub-control unit 91. When starting setting change processing and transitioning to the setting change state, the main control unit 41 transmits a setting command (start) to the sub-control unit 91. When starting error processing and transitioning to the error state due to an abnormality in the RAM 41c, the main control unit 41 transmits an error command to the sub-control unit 91.

[0179] After transitioning from the initial setting process to the setting change process, the main control unit 41 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it sends a setting command (end) to the sub-control unit 91 that can specify that the setting change state has ended, but does not send a return command. Also, after transitioning to error processing due to an abnormality in RAM 41c, transitioning to the setting change process as described above and canceling the error state returns to a state in which the game can progress, and even when the error processing is terminated and the state in which the game can progress is returned to, it does not send a return command to the sub-control unit 91.

[0180] In this way, the main control unit 41 starts up when power supply to the slot machine 1 is started, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through this startup setting process.

[0181] Furthermore, after performing startup setting processing, the main control unit 41 performs initial setting processing included in the gaming program. Then, in the initial setting processing, if it is determined that there is an abnormality in the RAM 41c, it calls non-game RAM area initialization processing included in the non-game program to initialize a predetermined area of ​​the non-game RAM area of ​​the RAM 41c. Also, in the initial setting processing, it calls RAM initialization processing included in the gaming program to initialize a predetermined area of ​​the gaming RAM area of ​​the RAM 41c, so that the gaming RAM area is initialized by the gaming program and the non-game RAM area is initialized by the non-game program.

[0182] [Specific increment processing during setting change processing] 27 is a flow diagram showing the control contents of the setting change processing performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and transitions to a setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Thereafter, the main control unit 41 converts the value of the A register into a display value (S115).

[0183] Specifically, if "0" is stored as the setting value in RAM 41c, it is converted to "1", which is a numeric value for display. If "1" is stored as the setting value in RAM 41c, it is converted to "2", which is a numeric value for display. If "2" is stored as the setting value in RAM 41c, it is converted to "4", which is a numeric value for display. If "3" is stored as the setting value in RAM 41c, it is converted to "5", which is a numeric value for display. If "4" is stored as the setting value in RAM 41c, it is converted to "6", which is a numeric value for display. If "5" is stored as the setting value in RAM 41c, it is converted to the character "L" for display. As shown in FIG. 20, the main control unit 41 causes the converted setting value to be displayed on the credit indicator 11, which is a setting value indicator (S116). Thereafter, it is determined whether the reset / setting switch 38 has been operated (S117).

[0184] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process, and is a process in which an interrupt process is not executed even if an interrupt prohibition process is not executed based on an interrupt prohibition command during the execution of the specific increment process. In other words, the main control unit 41 prohibits the execution of a timer interrupt even if a specified time for generating the interrupt is reached or a condition for generating the interrupt is met during the execution of the specific increment process. The specific increment process is also used for various purposes, and in the example of FIG. 27, it is used to add a set value.

[0185] Specifically, the main control unit 41 executes an addition process to add a value indicating the set value stored in the A register (S118). Thereafter, the main control unit 41 executes a determination process to determine whether the value indicating the set value stored in the A register is the same as a specific value (S119). The specific value is a value determined depending on the application for which the specific increment process is used, and is stored in ROM 41b. The specific value in the specific increment process used for adding the set value is 6. In addition, in the specific determination process, the specific value 6 is subtracted from the set value after addition, and by determining whether the subtraction result is 0, it is determined whether the set value after addition and the specific value are the same. More specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1."

[0186] If the result of the determination process is that the subtraction is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (S120). The regression process is executed when the value stored in the A register is "6." The set values ​​1, 2, 4, 5, 6, and L set in this embodiment correspond to data values ​​"0, 1, 2, 3, 4, and 5" stored in the RAM 41c or ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process to regress the data value stored in the A register to "0." This allows the data value "5," representing the set value L, to be corrected to the data value "0," representing the set value 1, when an addition process is performed. After executing the regression process, the main control unit 41 returns the process to S116. If the subtraction is not 0, the main control unit 41 does not execute the regression process and returns the process to S116.

[0187] More specifically, when the value stored in the carry flag C is "1," the main control unit 41 calculates the exclusive OR between all bits contained in the A register and the value stored in each of those bits. In other words, since the exclusive OR is calculated between all bits and the same value, the values ​​of all bits in the A register become "0."

[0188] As described above, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding the specific value. This allows the credit display 11 to appropriately switch the display from FIG. 20(f) to FIG. 20(g). Furthermore, when executing the specific increment process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of an interrupt process.

[0189] If the reset / setting switch 38 has not been operated in S117 (NO in S117), the main control unit 41 determines whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 determines whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 executes initialization processing (S123).

[0190] After the initialization process is completed, the main control unit 41 converts the value of the A register into a setting value and stores it (S124), sends a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 ends the setting change state (S127).

[0191] [Specific decrement processing during payout processing] The above describes an example in which a specific increment process is executed in a setting change process. Next, an example in which a specific decrement process is executed during a payout process will be described. Figure 28 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. The payout process in Figure 28 is a process executed in S18 of the main process.

[0192] As a result of the winning determination, the number of medals awarded, which was set when it was determined that a prize had been won, is compared with the number of medals already paid out, indicating the number of medals that have already been paid out, to confirm whether or not the payout has finished (Si1). If the payout has not finished, it is determined whether or not an insertion error (an error that is determined when a medal is detected to have been inserted outside of the period in which medal insertion is permitted) has occurred (Si11), and if it is not determined that an error has occurred in step Si11, it proceeds to step Si2. If it is determined that an insertion error has occurred in step Si11, an error code indicating an insertion error during the payout process is set in a register (Si12), and it proceeds to step Si2.

[0193] In step Si2, it is checked whether the credit can be added based on whether the credit has reached the upper limit (Si2), and if the credit can be added, the process waits for the credit payout interval (Si3) and then adds 1 to the credit (Si4). After processing Si3, the value of the medal OUT signal output counter, which indicates the remaining number of medal OUT signal outputs, is added by 1 (Si5), and a payout number subtraction process is executed (Si6), after which the process returns to step Si1 again.

[0194] If the credit cannot be added in step Si2, one medal is paid out (Si7), then the value of the medal OUT signal output counter is incremented by one (Si8), and the process proceeds to step Si9, where the number of medals paid out is subtracted, and the process returns to step Si1.

[0195] In the single medal payout process in step Si7, the hopper motor is driven to control the payout of one medal, and the process proceeds to step Si8 only if the payout sensor detects that one medal has been successfully paid out. The process also monitors whether a medal jam has occurred or the machine is out of medals, and if it determines that a medal jam or a medal jam has occurred, the process stops the hopper motor, sets a payout error in the register, and proceeds to error processing. After the payout error is cleared, the process returns to the main process.

[0196] If the payout is completed in step Si1, the hopper motor is stopped (Si10) and the process proceeds to the end-of-game process. In this way, in the payout process, the value of the medal OUT output counter is incremented by 1 each time the payout sensor detects the payout of one medal by the single medal payout process or each time the credit is incremented by 1.

[0197] FIG. 29 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. The one-coin payout process in FIG. 29 is the process executed in Si7 and Si9 in FIG. 28. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process includes a subtraction process, a determination process, and an update process. During the execution of the specific decrement process, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process is not executed. In other words, the main control unit 41 prohibits the execution of a timer interrupt during the execution of the specific decrement process, even if the specified time for the timer interrupt to occur is reached or the conditions for the interrupt to occur are met. The specific decrement process is also used for various purposes, and in the example of FIG. 29, it is used for the process of subtracting the payout number.

[0198] The main control unit 41 stores the address of RAM 41c stored in the HL register in the A register (SD1). The HL register refers to two auxiliary registers: the H register and the L register. When a bonus is determined to have been won during the winning determination process, the HL register stores the address of RAM 41c that stores the remaining number of medals to be paid out for that bonus. For example, if the specified number of medals to be paid out in the BB is 345, data indicating 345 medals is stored in an address in RAM 41c immediately after the BB is won. After that, when 15 medals are paid out, the data stored in that address is decremented to 310 medals using the method described below. The data stored in that address is hereinafter referred to as the "remaining payout value." The specified number of medals to be paid out is not limited to 345 medals and may be, for example, 17 medals. The main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register and then executes a specific decrement process.

[0199] Specifically, the main control unit 41 executes a subtraction process to subtract 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, if the value of all bits of the A register is "0", the subtraction process causes all bits of the A register to have a value indicating "F". In other words, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0200] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" (SD3). If the result of the determination process is that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (SD4). The update process is executed when a borrow occurs and the value stored in all bits of the A register becomes "F". When a borrow occurs, the main control unit 41 can correct the value of the A register to "0" by the update process. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).

[0201] In this way, in the slot machine 1 of this embodiment, the execution of the specific decrement process prevents the value of the A register from being in a state where a borrow has occurred. Furthermore, when the main control unit 41 executes the specific decrement process, it inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value due to the execution of the interrupt process.

[0202] [Specific decrement process in time counter update process] The above describes an example in which a specific decrement process is executed during a payout process. Next, an example in which a specific decrement process is executed during a time counter update process will be described. A timer counter for measuring a time interval used by the main control unit 41 for controlling the progress of a game will be described.

[0203] The main control unit 41 sets an initial value corresponding to the measured time as the timer value of the timer counter allocated to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main) to determine that the measured time has elapsed when the timer value reaches 0. More specifically, when a condition for starting timing is met in the main process, the main control unit 41 sets an initial value corresponding to the measured time in an area allocated to a timer counter corresponding to the condition.

[0204] The set timer value is decremented by 1 approximately every 2.24 ms until it reaches 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, and it is determined whether the read value is 0. If it is determined that the read value is 0, it is determined that the measured time has elapsed. In this embodiment, multiple timer counters can be used. For example, a 1-byte timer with an initial value of 1 byte or less and a 2-byte timer with an initial value of more than 1 byte but 2 bytes or less can be used.

[0205] The timer counters used in this embodiment include 1-byte timer A, 1-byte timer B, and 1-byte timer C, each with an initial value of 1 byte or less, and a 2-byte timer, with an initial value of more than 1 byte but 2 bytes or less. Note that the timer counter may include multiple 2-byte timers.

[0206] A 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value of 1 byte or less, and examples include an external output signal timer that measures the output period of an external output signal, an LED update timer that measures the output update period of an LED, a stop invalidation timer that measures the period from when a stop operation is detected until another stop operation is enabled, a payout waiting timer that measures the period from when the reels stop until the payout of medals begins, an insertion detection timer that measures the period from when the inserted medal sensor is detected to be ON, an insertion port detection timer that measures the period from when the insertion port sensor is detected to be ON, a payout detection timer that measures the period from when the payout sensor is detected to be ON, and a start-up timer that measures the period from when the reels start to rotate until the stop operation becomes enabled.

[0207] A 2-byte timer is a timer for measuring a relatively long period of time that cannot be measured with a timer value of 1 byte or less. For example, there is a 1-game time timer that measures the specified time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among external output signals, a waiting time timer that measures the period from the end of a game, and a hopper empty timer that measures the period during which the payout sensor is not detected after the hopper motor is driven.

[0208] The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated one byte at a time to a consecutive 3-byte area of ​​RAM 41c. The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated to a consecutive area of ​​RAM 41c. The 2-byte timer is allocated to a consecutive 2-byte area of ​​RAM 41c. Hereinafter, the area to which the 1-byte timers are allocated will be referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are allocated according to a predetermined rule. Note that an area to which consecutive addresses are allocated according to a predetermined rule is, for example, an area to which a start address and addresses incremented by N (N is a natural number) from the start address are allocated.

[0209] 30 is a flowchart showing the control contents of the time counter update process executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processing times (ST1), and the first address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the first address of the 1-byte timer group in the HL register, a pointer is set to the first address of the 1-byte timer group.

[0210] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the count value stored at the top address of the 1-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is processing including subtraction processing, determination processing, and update processing, and is processing in which interrupt processing is not executed even if interrupt prohibition processing is not performed based on an interrupt prohibition instruction during the period in which the specific decrement processing is being executed.

[0211] The main control unit 41 subtracts 1 from the value of the A register as a subtraction process in the specific decrement process (ST4). At this time, if the values ​​of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". That is, a borrow occurs, and the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0212] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" (ST5). If the result of the determination process shows that the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). If the result of the determination process shows that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (ST7). After executing the update process, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6).

[0213] The main control unit 41 determines whether the processing count after subtraction is 0 or not (ST9). If the processing count after subtraction is not 0 in step ST9, that is, if updating of all 1-byte timers has not been completed, the address indicated by the HL register is incremented by 1 (ST10), and the process returns to step ST4. That is, the pointer is incremented and the referenced address is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is decremented.

[0214] In this way, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a borrow has occurred. Furthermore, when executing the specific decrement process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. In other words, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific decrement process. This automatically prevents the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of an interrupt process.

[0215] Furthermore, as described above, in this embodiment, a plurality of 1-byte timers are provided, and in order to simplify the processing, counting (subtraction processing) is performed on all of the plurality of 1-byte timers. The main control unit 41 does not necessarily use all of the plurality of 1-byte counters all the time. For example, it is conceivable that the main control unit 41 would like to use only 1-byte counter A out of 1-byte counter A, 1-byte counter B, and 1-byte counter C. In this case, if the time counter update processing is performed, subtraction processing will also be performed on 1-byte counter B and 1-byte counter C.

[0216] However, in this embodiment, the subtraction process is provided as a specific decrement process, so that even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and the counter becomes "0", no down-carry occurs. As a result, in the time counter update process, the subtraction process is performed on a plurality of 1-byte timers, and the count value of the 1-byte timer can be prevented from becoming an abnormal value.

[0217] [Specific increment processing in ceiling game count processing] The following describes an example in which a specific increment process is used in the ceiling game count process. As described above, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, the machine is forced to transition to the AT state regardless of the point reached. A ceiling game count value for determining whether the ceiling has been reached is stored in the RAM 41c. The main control unit 41 increments the ceiling game count value using a specific increment process each time a game is played in the normal advantageous zone. The main control unit 41 determines whether to transition to the AT state based on whether the ceiling game count value has reached the ceiling. In other words, the ceiling game count value is a value for selecting data, and is also referred to as a data selection value below.

[0218] An example in which the specific increment process is used in the ceiling game number count process will be described in more detail. The ceiling game number count process is executed within the gaming machine information calculation process (S18) in the main process of FIG. 15. FIG. 31 is a flowchart showing the control content of the gaming machine information calculation process executed by the main control unit 41. As shown in FIG. 31, in the gaming machine information calculation process, first, the values ​​of all registers are saved to a stack (SF1). Then, after executing the ceiling game number count process (SF2), the register values ​​saved in SF1 are restored (SF3), and the gaming machine information calculation process is terminated and a return to the main process is made.

[0219] 32 is a flowchart showing the control content of the ceiling game count process executed by the main control unit 41. In the ceiling game count process, first, the address of RAM 41c where the ceiling game count value is stored is stored in the HL register (SI1). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the ceiling game count value is stored.

[0220] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the ceiling game number count value is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is a process including an addition process, a judgment process, and a regression process. During the period in which the specific increment processing is being executed, the interrupt processing is not executed even if the interrupt prohibition processing is not performed based on the interrupt prohibition instruction.

[0221] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SI3). That is, assuming that a game has been played in the normal advantageous zone, the main control unit 41 adds the game to the ceiling game count value. Thereafter, the main control unit 41 executes a determination process to determine whether the ceiling game count value stored in the A register is the same as a specific value (SI4). The specific value in the ceiling game count process is the upper limit number of games in the normal advantageous zone, for example, 1280 games. That is, the main control unit 41 determines whether the ceiling game count value has reached 1280.

[0222] In a more specific determination process, the specific value 1280 is subtracted from the value of the A register after the addition, and by determining whether the result of the subtraction is 0, the main control unit 41 determines whether the ceiling game number count value and the specific value are the same. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C included in the flag register to "1."

[0223] If the result of the judgment process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in register A to 0 (SI5). The regression process is executed when the ceiling game number count value reaches the upper limit number of games. Therefore, the main control unit 41 transitions to the AT state. When the AT state ends and transitions to the normal advantageous zone, the main control unit 41 again starts adding the ceiling game number count value. At this time, the ceiling game number count value has already been corrected to "0" by the regression process of the ceiling game number count process.

[0224] In this way, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding the specific value. This prevents the ceiling game count from starting from an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 prohibits interrupt processing even if interrupt prohibition processing based on an interrupt prohibition instruction has not been executed. In other words, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific increment process. This automatically prevents the ceiling game count value from being updated to an unintended value due to the execution of the interrupt process.

[0225] [Specific increment processing in bet number setting processing] An example in which the specific increment process is used in the bet number setting process will be described below. As described above, in the slot machine 1 of this embodiment, when the maximum bet number (3 coins) is set and the 1-bet switch 65 is pressed, the bet number of 2 coins is canceled. In other words, the state becomes one medal is set as the bet number. The bet number is stored in the RAM 41c.

[0226] FIG. 33 is a diagram illustrating that the lighting state of the BETLED changes each time the 1BET switch 65 is pressed. As shown in FIG. 33(a), when no medals have been bet, none of the 1BETLED 14, 2BETLED 15, and 3BETLED 16 are lit. When the 1BET switch 65 is pressed, a state in which one medal has been bet is achieved. That is, as shown in FIG. 33(b), the 1BETLED 14 is lit. When the 1BET switch 65 is pressed again, a state in which two medals have been bet is achieved. That is, as shown in FIG. 33(c), the 1BETLED 14 and the 2BETLED 15 are lit.

[0227] When the 1BET switch 65 is pressed again, three medals are bet. That is, as shown in FIG. 33(d), the 1BET LED 14, the 2BET LED 15, and the 3BET LED 16 light up. When the 1BET switch 65 is pressed again, two medals are bet from three medals. That is, as shown in FIG. 33(d), the 1BET LED 14 lights up.

[0228] The main control unit 41 increments the bet amount stored in the RAM 41c using a specific increment process each time the 1BET switch 65 is pressed. The main control unit 41 determines whether or not to execute a bet amount cancellation process depending on the number of bets stored in the RAM 41c. In other words, the bet amount stored in the RAM 41c is a value used to determine whether or not to execute the bet amount cancellation process, and will hereinafter also be referred to as a process determination value.

[0229] An example in which the specific increment process is used in the bet number setting process will be described in more detail. The bet number setting process is executed by the main control unit 41. FIG. 34 is a flowchart showing the control contents of the bet number setting process executed by the main control unit 41. The main control unit 41 first determines whether or not pressing of the 1BET switch 65 has been detected (SR1). If pressing of the 1BET switch 65 is not detected, the main control unit 41 returns the process to SR1. The main control unit 41 stores the address of RAM 41c where the bet number is stored in the HL register (SR2). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the bet number is stored.

[0230] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SR3). That is, the bet number is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is a process including an addition process, a judgment process, and a regression process. During the period in which the specific increment processing is being executed, the interrupt processing is not executed even if the interrupt prohibition processing is not performed based on the interrupt prohibition instruction.

[0231] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SR4). That is, assuming that a game has been played in the normal advantageous zone, the main control unit 41 adds the game to the ceiling game count value. After that, the main control unit 41 executes a determination process to determine whether the ceiling game count value stored in the A register is the same as a specific value (SR5). The specific value in the bet number setting process is 4 because the maximum number of bets is 3. That is, the main control unit 41 determines whether the 1BET switch 65 has been pressed when the maximum number of bets, 3, has been set.

[0232] In a more specific determination process, the specific value 4 is subtracted from the value of the A register after the addition, and by determining whether the subtraction result is 0, it is determined whether the bet number and the specific value are the same. If the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0233] If the result of the determination process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the bet amount stored in the A register to 1 (SR6). Here, the regression process corresponds to a bet amount cancellation process. Therefore, the main control unit 41 controls the state so that one medal is bet.

[0234] As described above, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding the specific value. This prevents the bet amount from becoming an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction has not been executed. In other words, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific increment process. This automatically prevents the bet amount from being updated to an unintended value due to the execution of the interrupt process.

[0235] [Point Map] An example of a point map used in the normal advantageous zone will be described with reference to Figure 35. Figure 35 is a diagram for explaining an example of a point map. As shown in Figure 35(a), the display area on the liquid crystal display 51 includes a presentation area 510 in which presentation images related to the game, such as background images, are displayed, and a map area 520 in which a point map is displayed. The presentation area 510 is located near the center of the screen of the liquid crystal display 51, and is a display area that occupies most of the display area. The map area 520 is located at the top of the screen of the liquid crystal display 51 (in this embodiment, the bottom and right edge of the screen), and is a display area that is smaller than the presentation area 510.

[0236] The point map in the map area 520 integrally displays an update image 520a that displays the updated value of points accumulated based on play, reach icon images 520c, 520d, and 520e that decorate the reached point that is the target of the accumulated points, a final icon image 520f that decorates the final point, and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") that moves toward the reached point corresponding to the accumulated points. In this embodiment, multiple points such as 100p, 300p, and 600p are set as the reached point, and 1000p is set as the final point. Note that, because the reached point is not displayed in the update image 520a, the player will focus not only on the update value in the update image 520a but also on the reached point decorated with the reached icon image.

[0237] In the normal advantageous zone, when points are awarded through the point acquisition lottery, the update value is updated by the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described below. Furthermore, the moving character moves to a position corresponding to the update value, thereby approaching the target arrival point. Since the number of the arrival point and the arrival icon are always displayed while the moving character is moving, the player can easily recognize the number of points remaining until the arrival point is reached based on the distance between the moving character and the moving character's target position. When the moving character reaches the arrival point, an AT lottery is held, and the player may transition to the first state (AT win) based on the lottery.

[0238] As shown in Figure 35(b), when the current update value is 50p, the moving character is stopped at a position of 50p on map 520m. As shown in Figure 35(c), when 10p is subsequently added, the update value is updated to 60p, and the moving character moves to a position of 60p on map 520m. As shown in Figure 35(d), when another 50p is subsequently added, the update value is updated to 110p, and the moving character moves to a position of 110p on map 520m. In this case, since the moving character has reached a position of 100p, an AT lottery is held.

[0239] [Point update production] FIG. 36 is a diagram illustrating an example of a point update effect. The point update effect is an effect for showing the player the number of points awarded through the point acquisition lottery. As shown in FIG. 36, a character image PI indicating the number of points awarded is displayed near the center of the LCD display 51. This type of point update effect is executed when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was held. In other words, the sub-control unit 91 executes an update effect indicating that the value of the point counter has been updated when the game following the game in which the point acquisition lottery was held starts.

[0240] FIG. 37 is a diagram illustrating an example of a point acquisition lottery process. FIG. 37 illustrates the point acquisition lottery process executed by the main control unit 41 using a flowchart. The point acquisition lottery process is executed during the normal advantageous zone shown in FIG. 4. The main control unit 41 may execute the point acquisition lottery process during the end-of-game ball payout control process (S22) shown in FIG. 14. The main control unit 41 determines whether the stop switch 8L (left stop switch) was operated as the first stop operation during the reel stop process (S15) (step Sp1). That is, it determines whether the stop switch 8L was pressed as a normal operation. If the operation was performed using an irregular procedure (NO in step Sp1), the main control unit 41 sets a penalty (step Sp2). Setting a penalty during the normal advantageous zone is a process that changes the lottery probability for the bonus lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process executed in the next game to be lower than the point acquisition probability when a penalty is not set. This reduces the probability of points being awarded only in the next game, which is unfavorable to the player. In this way, the penalty setting may be set to perform control that is unfavorable to the player, but it is also possible to perform no setting at all. In other words, not executing the point acquisition lottery process shown in step Sp3 itself is a penalty for the game.

[0241] If the stop switch 8L (left stop switch) has been operated as the first stop operation (YES in step Sp1), the main control unit 41 executes the point acquisition lottery process shown in the table in FIG. 38 (step Sp3). FIG. 38 is a diagram showing a table of the bonus lottery process. As shown in FIG. 38(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. FIG. 38(a) shows the percentage of points awarded for each flag category: 0 points, 1 point, 10 points, 50 points, and 100 points. As shown in FIG. 38(a), if flag category FC4 is won, the expected number of points awarded through the point acquisition lottery is calculated as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), which is approximately 25 points. Also, if flag category FC6 is won, the expected value of points earned through the point acquisition lottery is calculated as 50 points x (51 / 256) + 100 points x (205 / 256), which is approximately 90 points.

[0242] Also, as shown in Figure 38(b), the main control unit 41 executes the AT lottery process based on the reached points. Figure 38(b) shows the percentage of AT wins awarded for each reached point. The percentage of AT wins when the ceiling game is reached is also shown.

[0243] If the operation is performed in the irregular procedure (NO in step Sp1), the main control unit 41 does not execute the point acquisition lottery process and ends the ball payout control process at the end of the game shown in Fig. 14. In other words, the main control unit 41 does not update the value of the point counter when the operation is performed in the irregular procedure.

[0244] For example, if the flag category of the winning combination in the internal lottery process in step S2 of the main processing shown in FIG. 14 is FC0, no points are awarded with a probability of 125 / 256, 1 point is awarded with a probability of 76 / 256, 10 points are awarded with a probability of 51 / 256, and 50 points are awarded with a probability of 3 / 256. Also, if the flag category of the winning combination in the internal lottery process in step Sp1 is FC7, 50 points are awarded with a probability of 51 / 256, and 100 points are awarded with a probability of 204 / 256, but the awarded points are never determined to be 0 points. Returning to FIG. 37, the main control unit 41 determines whether points have been awarded in the point awarding lottery process in step Sp4 (step Sp4). If the main control unit 41 determines that points have been awarded (YES in step Sp4), it executes point awarding processing (step Sp5). The point granting process is a process in which the main control unit 41 updates the points stored in RAM 41c and stores the number of points earned in the command "points" in the game end command sent to the sub-control unit 91 at the third stop.

[0245] The main control unit 41 ends this process after executing the point granting process (step Sp5). If no points are acquired (NO in step Sp4), the main control unit 41 ends this process without executing the point granting process.

[0246] As described above, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. In other words, when an irregular operation is performed, the point acquisition lottery process is not executed, which is a penalty for the player. As a result, when the stop switch is operated in a normal operation, the point value for control to the first state is updated, while when the stop switch is operated in an irregular procedure, a penalty of not updating the point value can be imposed, which encourages the player to operate in a normal operation. Furthermore, regardless of the result of the internal lottery process, a penalty is imposed when the stop switch is operated in an irregular procedure, which encourages the player to operate in a normal operation.

[0247] FIG. 39 is a diagram showing an example in which a point update effect is executed based on a normal operation. FIG. 39 shows the relationship between (a) a player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1 to t7. As shown in FIG. 39, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as a first stop operation. That is, a normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as a second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 a signal that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 a signal that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation has been performed after normal operations have been performed, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 39, the number of points acquired in the point acquisition lottery process is one or more. After executing the point acquisition lottery process, the main control unit 41 executes a point awarding process at timing t5.

[0248] At timing t5, the point awarding process is performed, and the main control unit 41 transmits a game end command to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, the main control unit 41 transmits the command "points" that can identify the number of points acquired (hereinafter, may be simply referred to as acquired points) to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 waits without executing the point update effect shown in FIG. 36, such as displaying the acquired points on the LCD display 51. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a winning as the number of medals that transition to the ED and the number of medals in the advantageous zone.

[0249] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded upon winning as data to be displayed on a prize ratio monitor (not shown). The prize ratio monitor typically displays numerical values ​​indicating the performance of the slot machine (hereinafter also referred to as "principle ratio information"). Numerical values ​​indicating the performance of the slot machine include, for example, the instructed prize payout ratio to the total cumulative payout number, the consecutive prize payout ratio for the past 6,000 games, the prize payout ratio for the past 6,000 games, the consecutive prize payout ratio to the total cumulative payout number, the prize payout ratio to the total cumulative payout number, and the prize status ratio to the total cumulative payout number. To display the prize ratio information on the prize ratio monitor, the main control unit 41 stores the number of medals awarded upon winning in the RAM 41c. Therefore, the main control unit 41 adds the number of medals awarded by the prize determination process at timing t5 to the data stored as prize ratio information in the RAM 41c. In other words, the main control unit 41 updates the prize ratio information. This ends the game that started at time t1.

[0250] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the acquired points received at timing t5. That is, the sub-control unit 91 indicates, by the point update effect, that the value of the point counter was updated in the game prior to the game in which the point update effect is executed.

[0251] FIG. 40 illustrates an example in which a point update effect is not executed based on an irregular operation. The example in FIG. 20 differs from FIG. 39 in that the stop switch 8L is not operated as the first stop operation at timing t2. That is, FIG. 40 illustrates an example in which an irregular operation is performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits information to the sub-control unit 91 that the stop switch 8R or the stop switch 8C was operated as the first stop operation. The sub-control unit 91 executes a stop effect based on receiving information that the stop switch 8R or the stop switch 8C was operated as the first stop operation. The stop effect indicates that the point acquisition lottery process was not executed due to an irregular operation that is not a normal operation, and may, for example, cancel an effect that displays an image suggesting a winning combination. In the slot machine 1 of this embodiment, the stop effect is executed by the sub-control unit 91 to darken the display on the LCD display 51. The stop effect may be not only a blackout effect, but also an effect that displays a text image such as "Please press the left stop switch first." Alternatively, it may be an effect that ends the execution of the point suggestion effect currently being executed and returns to the normal image that was displayed before the point suggestion effect was executed.

[0252] Furthermore, because an irregular operation has been performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4, and does not execute the point granting process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points, and does not execute the point update effect at timing t7, which is the start of the next game. On the other hand, even if an irregular operation has been performed, the main control unit 41 updates the ED transition number, the advantageous zone number, and role ratio information at timing t5.

[0253] 39 and 40, in the slot machine 1 of this embodiment, the point update effect is executed when the start switch 7 of the next game is operated only when a normal operation is performed in a predetermined game and points are acquired. As a result, the point update effect can be used to inform the player that the point counter was updated in the previous game at the start of the next game, and if an irregular operation is performed in the previous game, the point counter is not updated and the point update effect is not executed in the next game, so that whether the point counter is updated and whether the point update effect is executed can be consistent.

[0254] 40, even if an irregular operation is performed, the main control unit 41 executes processing to update the winning combination information and the limiter at timing t6 after the winning determination processing. That is, regardless of whether the operation is a normal operation or an irregular operation, the main control unit 41 counts the medals when medals are awarded based on the occurrence of a winning operation.

[0255] As a result, the cumulative number of medals is counted not only in the case of normal operation but also in the case of irregular operation, so it is possible to prevent distinguishing whether or not an advantage is gained depending on the procedure of the stop switches 8L, 8C, 8R, and to prevent irregular operation from giving an excessive advantage. Also, not only in the case of normal operation but also in the case of irregular operation, the cumulative number of medals is counted and the cumulative result is displayed, so that the medal payout history in the slot machine 1 can be properly shown to the outside as role ratio information. [Point suggestion] Figure 41 is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. The point suggestion effect is an effect that is performed when a specific combination is won, and it is an effect that suggests a winning combination to the player and allows them to predict the points that will be awarded. The point suggestion effect is performed in the normal advantageous zone.

[0256] As shown in FIG. 41(a), when the start operation is performed, a point suggestion effect is executed on the LCD display 51, in which an image showing a cherry and an image showing a question mark are displayed. Because the image showing a cherry is displayed, the player is prompted to operate the LCD display 51 to win a cherry. Furthermore, because the flag category of a strong cherry is FC6, the player expects that 50 or more points will be awarded if a cherry wins, as shown in FIG. 38. In other words, the point suggestion effect is an effect that suggests that a large number of points will be awarded, and is executed based on the operation of the start switch 7.

[0257] FIG. 41 illustrates the cases where a normal operation is performed and an irregular operation is performed after the point suggestion effect is displayed. FIGS. 41(b1), (c1), and (d1) illustrate the case where a normal operation is performed. FIGS. 41(b2), (c2), (d2), (b3), (c3), and (d3) illustrate the case where an irregular operation is performed. In FIG. 41(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 41(b1), a normal operation is performed. At this time, the image showing the cherry and the question mark displayed as the point suggestion effect remains displayed. Then, in FIG. 41(c1), the stop switch 8C is operated as the second stop operation. The image showing the cherry and the question mark displayed as the point suggestion effect remains displayed. Finally, in FIG. 41(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry appears on the reel, and an image indicating that the strong cherry has appeared is displayed on the LCD display 51. When the start switch 7 of the next game is operated, the points awarded as a result of the strong cherry winning are displayed as a point update effect.

[0258] In Figures 41(b2) and (b3), the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the LCD display 51 goes dark, as shown in Figures 41(b2) and (b3). In addition, the image showing a cherry and the image showing a "?" that were displayed as the point suggestion effect disappear. In other words, the sub-control unit 91 ends the execution of the point suggestion effect when an irregular operation is performed. Thereafter, in both cases where the second stop operation is performed as shown in Figures 41(c2) and (c3), and where the third stop operation is performed as shown in Figures 41(d2) and (d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.

[0259] As a result, even if a point suggestion effect is executed at the start of a game in which a strong cherry is won, suggesting that the point counter will be updated with 50 or more points, and the point suggestion effect ends if the point counter value is not updated due to an irregular operation afterwards. This prevents a player who has performed an irregular operation from misunderstanding that the point counter will be updated with a large value. Note that the point suggestion effect may not only be an image showing a cherry or an image showing a "?", but also a text image such as "Points Earned?" that directly suggests the acquisition of points. In other words, the point suggestion effect may be any effect that suggests the possibility of points being awarded to the player.

[0260] Figure 42 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. The point suggestion effect is also executed when a combination other than a strong cherry combination is won in the internal lottery. Figure 42 shows an example when a watermelon combination is won in the internal lottery.

[0261] As shown in FIG. 42(a), when a start operation is performed, a point suggestion effect is executed in which an image of a watermelon and an image of a question mark are displayed on the liquid crystal display 51. Because the image of a watermelon is displayed, the player is prompted to perform an operation to win a watermelon. Furthermore, because the flag category of a watermelon is FC4, the player expects that if a watermelon wins, 10 or more points will be awarded, as shown in FIG. 38. FIG. 42(b1)-(d1) show the point suggestion effect when a normal operation is performed. FIG. 42(b2)-(d2) and (b3)-(d3) show examples in which a stop effect is executed when an irregular operation is performed. The form of the effect is the same as that of FIG. 41, so it will not be repeated.

[0262] In this way, in the slot machine 1 of this embodiment, if irregular control is performed regardless of the winning role in the internal lottery, the point acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to operate the machine normally.

[0263] [Bonus lottery during AT] Figure 43 is a diagram showing a table for the life acquisition lottery in the first state of the advantageous zone and the specialized zone. The life acquisition lottery is a lottery to determine whether or not a life will be granted. In the slot machine 1 of this embodiment, if a life is granted as a result of the life acquisition lottery, the life number lottery shown in Figure 44 is executed.

[0264] The life acquisition lottery is conducted based on different ratios for the first section of the AT1 state, the second section within the AT1 state, and the specialized zone. Figure 43(a) shows the life acquisition lottery in the first section of the AT1 state. The life acquisition lottery is conducted when a combination with a flag category of FC4, 5, 6, or 7 is won. Also, as shown in Figure 43(a), the probability of life acquisition varies depending on the setting value. For example, if a combination with a flag category of FC4 or 5 is won and the setting value is set to 1, there is a 45% probability that a life will be granted (with life) and a 55% probability that a life will not be granted (without life). Figure 43(a) also defines the probability of life acquisition for other setting values ​​and flag categories.

[0265] Also, Figure 43(b) shows the life acquisition lottery in the second section of the AT first state, and Figure 43(c) shows the life acquisition lottery in the specialized zone. As shown in Figures 43(a) to (c), regardless of whether it is the first section, second section, or specialized zone of the AT first state, or regardless of which flag category is won, when the setting value L is set, the probability of life being granted is 0%. In other words, when the normal setting value is set, life is granted, but when the setting value L is set, life is not granted. This makes it easier to design life granting in advantageous states, since life is not granted uniformly when the setting value L is set. Note that the probability of life being granted when the setting value L is set is not limited to 0% and may be, for example, a uniform 5%. (Life lottery, special zone lottery, and one-hit win lottery) Figure 44 shows a table of the life number lottery, specialized zone lottery, and one-hit win lottery in the first and second states of the advantageous zone. Even if a life is acquired, it may be consumed in the second state, making it impossible to transition from the second state to the first state. In contrast, one-hit win is a process that ensures transition from the second state to the first state. Therefore, winning a one-hit win is a more advantageous control for the player than acquiring a life. In the following, the first state will be referred to as the "AT first state," and the second state will be referred to as the "AT second state." Furthermore, the life acquisition lottery and one-hit win lottery will be collectively referred to as the "AT bonus lottery."

[0266] Lives can be awarded based on a life acquisition lottery executed by the main control unit 41 during the first AT state. Figure 44(a) shows a life number lottery table referenced in the life acquisition lottery during the first section of the first AT state. The life number lottery table in Figure 44(a) is the table referenced when the award of a life (with life) is determined in the life acquisition lottery table for the first section of the first AT state shown in Figure 43(a). As shown in Figure 44(a), in the life acquisition lottery during the first section, the expected value of lives awarded per game differs depending on whether a combination with a flag category of FC4 or FC5 is won, a combination with a flag category of FC6, or a combination with a flag category of FC7 is won. Unlike the life acquisition lottery, the life number lottery is drawn at the same rate for all setting values. In other words, after the award of a life is determined in the life acquisition lottery, common control is performed regardless of the setting value. The common control is the life number lottery. This makes it easier to design when executing the life number lottery.

[0267] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 50% chance that one life will be awarded, and a 50% chance that two lives will be awarded. Also, when a role with a flag category of FC6 is won, there is a 100% chance that two lives will be awarded. Furthermore, when a role with a flag category of FC7 is won, there is a 60% chance that one life will be awarded, and a 40% chance that two lives will be awarded.

[0268] In the first section of the AT 1 state, if a life is awarded in response to a winning combination of the flag category FC6, the reverse push navigation is executed in the game in which the flag category FC6 is won. Therefore, when the player operates the stop switches 8L, 8C, and 8R in accordance with the reverse push navigation, a BAR lip is awarded. In other words, in the first section of the AT 1 state, the award of a life is suggested to the player by the winning of a BAR lip.

[0269] FIG. 44(b) shows a life number lottery table referenced in the life acquisition lottery in the second section of the first AT state. The life number lottery table in FIG. 44(b) is a table referenced when it is determined that a life will be granted (with life) in the life acquisition lottery table in the second section of the first AT state shown in FIG. 43(b). As shown in FIG. 44(b), when a combination with a flag category of FC4 or FC5 is awarded, there is a 90% probability that one life will be granted, and a 10% probability that two lives will be granted. Furthermore, when a combination with a flag category of FC6 is awarded, there is a 60% probability that one life will be granted, and a 40% probability that two lives will be granted. Furthermore, when a combination with a flag category of FC7 is awarded, there is a 75% probability that one life will be granted, and a 25% probability that two lives will be granted.

[0270] Furthermore, navigation is performed less frequently in the first section than in the second section, meaning that the probability of notifying navigation is higher in the second section than in the first section.

[0271] (Life Specialized Zone) The life specialization zone is a state that can be transitioned to from the AT first state based on the specialization zone lottery. Figure 44(c) shows a specialization zone lottery table that is referenced in the specialization zone lottery during the AT first state. As shown in Figure 44(c), in the specialization zone lottery during the AT first state, the probability of entering the specialization zone differs depending on whether a combination with a flag category of FC4 or FC5 is won, a combination with a flag category of FC6 is won, or a combination with a flag category of FC7 is won.

[0272] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 10% chance of entering the specialized zone. Also, when a role with a flag category of FC6 is won, there is a 50% chance of entering the specialized zone. Furthermore, when a role with a flag category of FC7 is won, there is a 30% chance of entering the specialized zone.

[0273] FIG. 44(d) shows a life number lottery table referenced in the life acquisition lottery in the specialized zone. The life number lottery table in FIG. 44(d) is a table referenced when it is determined that a life will be granted (with life) in the life acquisition lottery table in the specialized zone shown in FIG. 44(c). As shown in FIG. 44(d), when a combination with a flag category of FC4 or FC5 is awarded, there is a 50% chance that one life will be granted, and a 35% chance that two lives will be granted. Furthermore, when a combination with a flag category of FC6 is awarded, there is a 100% chance that two lives will be granted. Furthermore, when a combination with a flag category of FC7 is awarded, there is a 35% chance that one life will be granted, and a 50% chance that two lives will be granted. (One-hit win lottery) A one-hit win in a battle can be awarded based on a one-hit win lottery executed by the main control unit 41 during the second AT state. Figure 44(e) shows a one-hit win lottery table referenced in the one-hit win lottery during the second AT state. As shown in Figure 44(e), in the one-hit win lottery during the second AT state, the probability of one-hit win differs when a role with a flag category of FC4 or FC5 is won, when a role with a flag category of FC6 is won, and when a role with a flag category of FC7 is won.

[0274] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 50% chance of a one-hit win. Also, when a role with a flag category of FC6 is won, there is a 100% chance of a one-hit win. Furthermore, when a role with a flag category of FC7 is won, there is a 50% chance of a one-hit win.

[0275] Thus, during the AT second state, among the lottery conditions, the probability of a one-hit win is higher for a role with a flag category of FC6 than for a rare role such as a role with a flag category of FC4 or FC5, or a role with a flag category of FC7. Note that during the AT second state, if a one-hit win is awarded as a result of winning a role with a flag category of FC6, reverse push navigation is executed in the game in which the role with a flag category of FC6 is won. Furthermore, the first state is a section in which navigation is performed less frequently than the second state. In other words, the probability of announcing navigation is higher in the second state than in the first state.

[0276] FIG. 45 is a diagram showing an example of a bonus lottery process during an AT. In FIG. 45, the bonus lottery during an AT executed by the main control unit 41 is explained using a flowchart. The bonus lottery acquisition process during an AT can be executed within the game end ball output control process (S22) in the first state, second state, or ending state shown in FIG. 4. After the third stop operation is performed within the game end ball output control process (S22) shown in FIG. 14, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. In other words, if it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit win lottery process described below.

[0277] If the game is not in the ending state (NO in step Sb1), the main control unit 41 determines whether the game is one in which navigation display is to be performed (step Sb2). The main control unit 41 determines whether the game is one in which navigation display is to be performed based on the winning combination number in the internal lottery process (S2) shown in FIG. 14. A game in which navigation display is to be performed is a game in which the sub-control unit 91 executes a navigation performance. If the game is one in which navigation display is to be performed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. If the game is not one in which navigation display is to be performed (NO in step Sb2), the main control unit 41 determines whether the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 determines whether a normal operation or an irregular operation has been performed in step Sb4. If the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty is set (Sb4) and the process ends. Penalty setting in the AT state involves, for example, changing the lottery probability for the life acquisition lottery process and the one-hit win lottery process in the next game. For example, the main control unit 41 sets the probability of winning a life or one-hit win in the life acquisition lottery process and the one-hit win lottery process executed in the next game to be lower than the probability of winning if a penalty is not set. This reduces the probability of awarding a life or one-hit win only in the next game, resulting in control that is disadvantageous to the player. Thus, the penalty setting may be set to implement control that is disadvantageous to the player, but no setting is necessary. This is because not executing the life acquisition lottery process shown in step Sp6 or the one-hit win lottery process shown in step Sp9 constitutes a penalty for the game. Furthermore, because an irregular operation has been performed, the sub-control unit 91 executes a stop effect. The stop effect is the same effect as the stop effect described in the point acquisition lottery process above, and is an effect in which the screen goes dark. The stop effect here does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but rather indicates that the life acquisition lottery process or one-hit win lottery process was not executed.The stop effect may not only be a darkening effect, but also an effect that displays a text image such as "Please press the left stop switch first." In other words, when an irregular operation is performed during AT, the main control unit 41 does not execute the life acquisition lottery process or the one-hit win lottery process as a penalty to the player.

[0278] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether the game state is in the first state (step Sb5). When it is in the first state (YES in step Sb5), the main control unit 41 executes a life lottery process (step Sb6). The life lottery process is a process including a life acquisition lottery and a life number lottery. The life number lottery is executed when it is determined that a life will be granted in the life acquisition lottery. That is, the main control unit 41 determines whether or not to grant a life according to the table shown in FIG. 43 and the result of the internal lottery process. After the life lottery process, the main control unit 41 determines whether or not a life has been granted in step Sb10 (step Sb7). When a life has not been granted (NO in step Sb7), the main control unit 41 terminates the process.

[0279] If a life is acquired (YES in step Sb7), the main control unit 41 executes a life granting process (step Sb8). The life granting process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c and stores the acquired number of lives in the game end command sent to the sub-control unit 91 at the third stop. After executing the life granting process, the main control unit 41 ends the process.

[0280] Next, returning to step Sb5, the case where the game is not in the first state will be described. If the game is not in the first state (NO in step Sb5), the main control unit 41 executes a one-hit win lottery process (step Sb9). At this time, since it was determined in step Sb1 that the game state is not in the ending state and in step Sb5 that the game is not in the first state, the main control unit 41 determines that the game state is in the second state. Since a normal operation is being performed in the second state, the main control unit 41 executes a one-hit win lottery.

[0281] That is, the main control unit 41 performs a lottery for a one-hit win based on the table shown in FIG. 44(e) and the result of the internal lottery process. After the one-hit win lottery process, the main control unit 41 determines whether or not a one-hit win has been won (step Sb10). If the main control unit 41 determines that a one-hit win has not been won (NO in step Sb10), it ends the process. If the main control unit 41 determines that a one-hit win has been won (YES in step Sb10), it executes a one-hit win awarding process (step Sb11). The one-hit win awarding process is a process in which the main control unit 41 executes a process in response to a one-hit win being won, and stores the fact that a one-hit win has been won in the game end command sent to the sub-control unit 91 at the third stop.

[0282] In this way, in a game in the first or second state where the navigation display is not displayed, the main control unit 41 controls to execute the life acquisition lottery process or the one-hit win awarding process when a normal operation is performed, but controls not to execute the life acquisition lottery process or the one-hit win awarding process when an irregular operation is performed. Control not to execute the life acquisition lottery process or the one-hit win awarding process is control that is disadvantageous to the player. In other words, the slot machine 1 can impose a penalty on the player when an irregular operation is performed. This allows the slot machine 1 to encourage the player to operate normally.

[0283] On the other hand, the main control unit 41 performs the same control in the game during the ending state whether a normal operation is performed or an irregular operation is performed. As a result, even if an irregular operation is performed during the ending state, no penalty is given, thereby preventing a decrease in the interest in the game during the ending state, which is the last state executed during the AT.

[0284] [Life Gain Suggestion] FIG. 46 is a diagram illustrating an example of a life-granting suggestion effect when a watermelon is won. The life-granting suggestion effect is an effect that is performed when a specific combination is won, and is an effect that suggests to the player that a life may be awarded by suggesting a winning combination. The life-granting suggestion effect is executed in the first state. Since the first state is during AT, the liquid crystal display 51 displays a remaining games image 51a indicating the number of games remaining and a life image 51b indicating the number of lives.

[0285] As shown in FIG. 46(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest includes a watermelon, suggesting that the watermelon role has been won. The image showing the treasure chest may also be green without a watermelon, suggesting that the watermelon role has been won. In other words, when the image showing the treasure chest is displayed, the player hopes that the watermelon role has been won. Furthermore, a watermelon role with a flag category of FC4 is a role for which a life acquisition lottery process is executed. In other words, the life award suggestion effect is an effect suggesting the possibility of a life being awarded, and is executed based on the operation of the start switch 7.

[0286] FIG. 46 illustrates the cases where a normal operation is performed and an irregular operation is performed after the life-granting suggestion effect. FIGS. 46(b1), (c1), and (d1) illustrate the case where a normal operation is performed. Also, FIGS. 46(b2), (c2), (d2), and (b3), (c3), and (d3) illustrate the case where an irregular operation is performed. In FIG. 41(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 41(b1), a normal operation is performed. At this time, the image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Then, in FIG. 46(c1), the stop switch 8C is operated as the second stop operation. The image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Finally, in FIG. 46(d1), the stop switch 8R is operated as the third stop operation. As a result, a watermelon appears on the reels, and an image indicating that a life has been granted in response to the winning watermelon combination is displayed on the LCD display 51. Furthermore, as the life is granted, the sub-control unit 91 updates the life image 51b.

[0287] Figures 46(b2) and 46(b3) show an example in which the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C was operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C was operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the LCD display 51 goes dark, as shown in Figures 46(b2) and 46(b3). Additionally, the image showing the treasure chest that was displayed as the life-granting suggestion effect disappears. In other words, the sub-control unit 91 terminates the execution of the life-granting suggestion effect when an irregular operation is performed. In either case where the second stop operation is performed as shown in Figure 46(c2) and Figure 46(c3), or where the third stop operation is performed as shown in Figure 46(d2) and Figure 46(d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.

[0288] In this way, when an irregular operation is performed in a game in which a watermelon role is won, the life acquisition lottery is not executed, and control to extend the AT state due to the life acquisition is not performed. This encourages the player to perform normal operations.

[0289] FIG. 47 is a diagram illustrating an example of a life-granting suggestion effect when a strong cherry is won. As shown in FIG. 47(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest includes a cherry, suggesting that a cherry role has been won. The image showing the treasure chest may also be red without a cherry, suggesting that a cherry role has been won. In other words, when an image showing a treasure chest is displayed, the player hopes that a cherry role has been won. Furthermore, a strong cherry role with a flag category of FC6 is a role for which a life-granting lottery process is executed. The form of the effect is the same as that of FIG. 46, and therefore will not be repeated.

[0290] In this way, in the slot machine 1 of this embodiment, if irregular control is performed, regardless of whether the winning role in the internal lottery is a watermelon role or a strong cherry role, the life acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to perform normal operations.

[0291] FIG. 48 is a diagram showing the process in which the sub-control unit 91 executes the navigation effect. The following describes the process when the sub-control unit 91 receives a game start command. The sub-control unit 91 receives the game start command from the main control unit 41 (step Sc1). As described above, information related to navigation can be stored in the command No. 2 "instruction number" included in the game start command. In other words, the command No. 2 stores information that can identify the push order in a game in which the start switch 7 is operated. The sub-control unit 91 determines whether or not information that can identify the push order is stored in the command No. 2 "instruction number" (step Sc2).

[0292] If the No. 2 command "instruction number" contains information that can identify the button press order (YES in step Sc2), the sub-control unit 91 executes the navigation effect (step Sc3) and terminates the processing. On the other hand, if the No. 2 command "instruction number" does not contain information that can identify the button press order (NO in step Sc2), the sub-control unit 91 terminates the processing without executing the navigation effect. In other words, the sub-control unit 91 uses the No. 2 command "instruction number" to determine whether or not to execute the navigation effect. Here, the sub-control unit 91 does not refer to any commands other than the No. 2 command "instruction number" contained in the game start command when determining whether or not to execute the navigation effect.

[0293] In other words, the sub-control unit 91 executes the navigation effect when information regarding navigation is stored in the No. 2 command "instruction number," regardless of the information contained in commands stored with information regarding a winning role, such as the commands "small role type" and "winning number," and commands stored with information capable of identifying the game state, such as "section state" and "ball output state," among the game start commands received from the main control unit 41. As a result, regardless of whether or not a role has been won and the game state, if information regarding navigation is stored in the No. 2 command "instruction number," the sub-control unit 91 executes the navigation effect, so that the player can be properly notified of the operation procedure.

[0294] That is, for example, even if the gaming status is in a favorable zone, and the main control unit 41 stores information indicating a normal zone in the command "zone information" due to an error or the like and sends this information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation effect based on the command No. 2 "instruction number." Similarly, even if a combination accompanied by a navigation display is won, and the main control unit 41 stores information indicating a combination not accompanied by a navigation display is won in the command "winning number" due to an error or the like and sends this information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation effect based on the command No. 2 "instruction number."

[0295] FIG. 49 is a diagram showing the game start command transmission process in the main control unit. The following describes the process performed by the main control unit 41 when transmitting a game start command. After the start switch 7 is operated, the main control unit 41 executes the game start command transmission process, as shown in step S9 of the main process. In the slot machine 1 of this embodiment, the main control unit 41 changes the content of the command to be transmitted as the game start command depending on the winning combination. After the game start command transmission process is initiated, the main control unit 41 determines whether the winning combination number is one of combination numbers 8 to 23 (step Sd1). The combinations of combination numbers 8 to 23 are combinations that, when a stop operation is performed in a predetermined push order, result in a combination that is more advantageous than when a stop operation is performed in a different push order. Hereinafter, the combinations of combination numbers 8 to 23 are simply referred to as "push order combinations."

[0296] If the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the commands "small combination type" and "winning number" without including them in the game start command (step Sd2). That is, the main control unit 41 does not transmit the No. 3 command "small combination type" and the No. 11 command "winning number" themselves among the game start commands, but transmits the No. 1, 2, 4 to 10, 12, and 13 commands to the sub-control unit 91. Hereinafter, the order of No. 1, 2, 4 to 10, 12, and 13 among the game start commands will be referred to as the special order. That is, if the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the game start commands in the special order (step Sd2) and ends the processing.

[0297] If the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 stores information about the winning combination in the commands "minor combination type" and "winning number" (step Sd3). The main control unit 41 transmits the game start command including the commands "minor combination type" and "winning number" (step Sd4). That is, the main control unit 41 transmits the game start commands No. 1 to 13 to the sub-control unit 91 among the game start commands. Hereinafter, the order of No. 1 to 13 among the game start commands will be referred to as the "specific order". That is, if the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 transmits the game start commands in the specific order (step Sd2) and ends the processing.

[0298] In this way, when a push order role is won, the main control unit 41 sends the game start command in a special order that does not include the commands "minor role type" and "winning number" in the game start command. At this time, the main control unit 41 sends the game start command in a special order regardless of whether information about navigation is stored in the command "instruction number". In other words, even when a push order role that does not execute a navigation effect is won in the AT state, the main control unit 41 sends the game start command in a special order.

[0299] As a result, the main control unit 41 does not transmit the command "minor role type" and the command "winning number" that store information about the winning role in a game in which the navigation effect in the AT state is not executed. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the push order role has been won based on the game start command received from the main control unit 41.

[0300] In addition, the game start command sent in a specific order includes the command "small role type" and the command "winning number", while the game start command sent in a special order does not include the command "small role type" and the command "winning number". As a result, the sub-control unit 91 can recognize whether the push order role has been won based on whether the command "small role type" and the command "winning number" are included.

[0301] In addition, in the slot machine 1 of this embodiment, the order in which the commands No. 1 to No. 13 are sent for the game end commands is also referred to as a "specific order." In the following, in order to distinguish between the specific order for the game start commands and the specific order for the game end commands, the specific order for the game start commands may be referred to as a "first specific order," and the specific order for the game end commands may be referred to as a "second specific order."

[0302] As described above, in Figure 49, an example was explained in which the main control unit 41 transmits the game start command in a special order. On the other hand, in the slot machine 1 of this embodiment, the main control unit 41 transmits the game end command including the command "minor role type". As a result, when the game has already ended, the sub-control unit 91 can determine whether the push order role has been won based on the command "minor role type" included in the game end command.

[0303] Furthermore, the main control unit 41 may also transmit the game end commands in a special order of transmitting commands No. 1, 2, 4 to 10, 12, and 13 among the game end commands. In this case, in order to distinguish between the special order in the game start commands and the special order in the game end commands, the special order in the game start commands is referred to as a "first special order," and the special order in the game end commands is referred to as a "second special order."

[0304] 50 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. In this embodiment, the sub-control unit 91 changes the processing to be executed depending on the order of the game start command and the game end command received from the main control unit 41. The sub-control unit 91 determines whether or not a game start command or a game end command has been received from the main control unit 41 (step Se1).

[0305] If the sub-control unit 91 has not received a game start command or a game end command from the main control unit 41 (NO in step Se1), the sub-control unit 91 repeats the process of step Se1. If the sub-control unit 91 has received a game start command or a game end command from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether the received commands are in a specific order (step Se2). If the received commands are not in a specific order (NO in step Se2), the sub-control unit 91 determines whether the received commands are in a special order (step Se3). If the received commands are not in a special order (NO in step Se3), the sub-control unit 91 performs error notification control (step Se4). As described above, the specific order is an order in which the game start command and the game end command contain all of the commands No. 1 to No. 13 without any omissions. Furthermore, the special order is an order in which the commands No. 4 and No. 11 are omitted from the game start command, which means that the push order role has been won. In other words, the specific order and the special order are predetermined orders in the slot machine 1. If the received command is neither a specific order nor a special order, the sub-control unit 91 can determine that an error or the like has occurred. Therefore, in step Se4, the sub-control unit 91 starts an error notification. Hereinafter, an order that is neither a specific order nor a special order will be referred to as a "special order." If the numerical information included in the command is outside a specified range, the sub-control unit 91 may determine that an error has occurred and that the order is a special order.

[0306] The sub-control unit 91 performs error notification control (step Se4) and ends the processing. FIG. 51 is a diagram showing the LCD display 51 in a state where error notification control has been performed. Returning to step Se2, if the received command is in a specific order (YES in step Se2), the sub-control unit 91 performs control according to the received game start command or game end command (step Se5) and proceeds to step Se7. Also, if the received command is in a special order in step Se3 (YES in step Se3), the sub-control unit 91 performs control in the case where a push order role is won (step Se6) and proceeds to step Se7. Note that if the command received by the sub-control unit 91 is a game end command, in step Se3, the sub-control unit 91 may determine whether to perform control in the case where a push order role is won (step Se6) or error notification control (step Se4) based on both the game start command and the game end command. In other words, the sub-control unit 91 may recognize that the push order role has been won based on the fact that the command at the start of play within a unit game is the first special order and, further, the command at the end of play is also the second special order.

[0307] In step Se7, the sub-control unit 91 determines whether or not error notification control is being performed (step Se7). That is, it determines whether or not the state in which error notification control was performed in step Se4 remains. If error notification control is being performed (YES in step Se7), the sub-control unit 91 cancels the error notification control (step Se8) and ends the process. If error notification control is not being performed (NO in step Se7), the sub-control unit 91 ends the process.

[0308] In this way, the main control unit 41 can transmit game start commands in a special order or a specific order, and can transmit game end commands in a specific order. When the sub-control unit 91 receives a game start command or a game end command from the main control unit 41 in a specific order, it performs control according to the received command. When the sub-control unit 91 receives a game start command from the main control unit 41 in a special order, it performs control when a push order role is won. When the sub-control unit 91 receives a game start command or a game end command from the main control unit 41 in a special order that is neither a specific order nor a special order, it performs error notification control. As a result, as shown in FIG. 50, the sub-control unit 91 can perform different control depending on the order in which multiple commands included in the game start command or game end command are received from the main control unit 41.

[0309] FIG. 52 shows the timing at which an error notification is cancelled based on the reception of a game end command. FIG. 52 illustrates the relationship between (a) the player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1 and t2. As shown in FIG. 52, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. This causes the sub-control unit 91 to initiate an error notification. That is, the sub-control unit 91 displays the error occurrence screen shown in FIG. 51 on the LCD display 51. The player stops the reels according to the display shown in FIG. 51.

[0310] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game end command in a specific order. The sub-control unit 91 cancels the error notification. This makes it possible to easily cancel minor communication errors that occur when transmitting the game start command.

[0311] In this way, when the start switch 7 is operated, the sub-control unit 91 initiates an error notification when it receives a game start command from the main control unit 41 in the special order. Furthermore, after the error notification has been initiated, the sub-control unit 91 terminates the error notification if it receives a game end command from the main control unit 41 in the second special order at the third stop. This allows the error notification to be terminated even if an error, such as a missing command, occurs in the game start command transmitted when the start switch 7 is operated during one game, and an error notification is initiated if no such error occurs at the third stop. Therefore, in the slot machine 1, minor errors, such as missing commands, can be easily resolved within one game.

[0312] FIG. 53 is a diagram showing an example of canceling an error notification in the next game. FIG. 53 shows the relationship between (a) a player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1, t2, and t3. As shown in FIG. 53, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. This causes the sub-control unit 91 to start an error notification. That is, the sub-control unit 91 displays the error occurrence screen shown in FIG. 51 on the LCD display 51. The player stops the reels in accordance with the display of the error occurrence screen shown in FIG. 51.

[0313] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. Here, the sub-control unit 91 receives the game end command in a special order different from the specific order. Therefore, the sub-control unit 91 does not cancel the error notification. At timing t2, the sub-control unit 91 may change the error occurrence screen shown in FIG. 51 to a screen displaying a message such as "Please operate the start switch." At timing t3, the player operates the start switch 7 again. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game start command in the specific order. The sub-control unit 91 cancels the error notification. This makes it easy to resolve minor communication errors that occurred at timings t1 and t2.

[0314] Thus, when the start switch 7 is operated, the sub-control unit 91 initiates an error notification when it receives a game start command from the main control unit 41 in a special order that is neither a specific order nor a special order. Furthermore, after the error notification has been initiated, the sub-control unit 91 terminates the error notification when it receives a game start command from the main control unit 41 in the first specific order when the start switch 7 is operated for the next game. As a result, even if an error notification is initiated due to an error such as a missing command in the game start command transmitted in response to the operation of the start switch 7, the error notification will terminate if there is no missing command in the game start command transmitted in response to the operation of the start switch 7 for the next game. Therefore, in the slot machine 1, minor missing commands due to static electricity or the like can be easily resolved in the next game.

[0315] Originally, the bonus lottery process was executed when the start switch 7 was operated. However, the slot machine 1 of the present embodiment determines whether to execute the bonus lottery process depending on whether the first stop operation is a normal operation or an irregular operation. If the bonus lottery process were executed when the start switch 7 was operated as in the past, the result of the bonus lottery process already executed when the start switch 7 was operated after the irregular operation would have to be discarded, making the process complicated. This is because the first stop operation, which determines whether to impose a penalty in a unit game, is executed after the start switch 7 is operated. Therefore, in the slot machine 1 of the present embodiment, the bonus lottery process itself is executed when the third stop operation is performed, which is after the first stop operation. As a result, even if an irregular operation is performed, the bonus lottery process has not yet been executed at the time of the first stop operation, so there is no need to discard the result of the executed bonus lottery process.

[0316] Fig. 54 is a diagram explaining the processing executed in the gaming state. Fig. 54 compares and explains the processing executed in the period when the "normal stage" and "continuous performance" are executed in the normal advantageous zone, the period when the "first zone stage" and "continuous performance" are executed in the first state, the period when the "second zone stage" and "continuous performance" are executed in the second state, the specialized zone stage, the second state stage in the second state, and the ending stage in the ending state.

[0317] As mentioned above, a "continuous effect" is an effect that suggests a transition in the gaming state, and is executed continuously for 3 to 5 games. The continuous effect in the normal advantageous zone is an effect that suggests whether or not there will be a transition to the first state. The continuous effect in the first state is an effect that suggests whether or not there will be a transition to the specialized zone of the first state. The continuous effect is, for example, an effect that progresses the story with each game, and notifies the final game whether or not there will be a transition in the gaming state.

[0318] In the normal stage and continuous performance of the normal advantageous zone, if the stop switch 8L is operated as the first stop operation, the point acquisition lottery process is executed. On the other hand, in the normal stage and continuous performance of the normal advantageous zone, if the stop switch 8C or stop switch 8R is operated as the first stop operation, the point acquisition lottery process is not executed as a penalty. Furthermore, in states other than the normal advantageous zone, the point acquisition lottery process is not executed.

[0319] If stop switch 8L is operated as the first stop operation in the first section stage, second section stage, continuous performance, or specialized zone stage of the first state, the life acquisition lottery process is executed. On the other hand, if stop switch 8C or stop switch 8R is operated as the first stop operation in the first section stage, second section stage, continuous performance, or specialized zone stage of the first state, the life acquisition lottery process is not executed as a penalty. Furthermore, the life acquisition lottery process is not executed in states other than the first state.

[0320] If the stop switch 8L is operated as the first stop operation in the second state stage of the second state, the one-hit win lottery process is executed. On the other hand, if the stop switch 8C or the stop switch 8R is operated as the first stop operation in the second state stage of the second state, the one-hit win lottery process is not executed as a penalty. Furthermore, in states other than the second state, the one-hit win lottery process is not executed.

[0321] In a state other than the ending state, if the stop switch 8L is operated as the first stop operation, the stop effect will not be executed. On the other hand, in a state other than the ending state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the stop effect will not be executed. In all states, the number of advantageous zone coins and the role ratio information are updated for each game.

[0322] Next, we will explain the processing in the next game after the start switch 7 is pressed. If the stop switch 8L is operated as the first stop operation in the normal stage and continuous performance of the normal advantageous zone, the point update performance will be executed in the next game. On the other hand, if the stop switch 8C or stop switch 8R is operated as the first stop operation in the normal stage and continuous performance of the normal advantageous zone, the point update performance will not be executed in the next game. Furthermore, in states other than the normal advantageous zone, the point update performance will not be executed.

[0323] Next, the updating of consecutive effects will be described. As described above, consecutive effects are effects that are executed consecutively for three to five games. The following describes an example in which the consecutive effects include five games. A different effect is executed in each of the five games included in the consecutive effects. For example, a first hype effect is executed in the first game, a second hype effect is executed in the second game, a third hype effect is executed in the third game, a fourth hype effect is executed in the fourth game, and a result notification effect is executed in the fifth game. Here, updating a consecutive effect means that after an effect in a consecutive effect is executed, an effect corresponding to the next game is executed. In other words, if a second hype effect is executed in a game after a first hype effect is executed in a first game, the consecutive effect has been updated. On the other hand, if a first hype effect is executed again in a game after a first hype effect is executed in a first game, the consecutive effect has not been updated.

[0324] In the continuous effects in each state, when the stop switch 8L is operated as the first stop operation, the continuous effects are updated in the next game. That is, the continuous effects progress.

[0325] In the normal advantageous zone continuous performance, if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous performance will not be updated. For example, if the stop switch 8C is operated as the first stop operation in the second game of the continuous performance, the second exciting performance will be executed again in the next game. In other words, in the normal advantageous zone, the continuous performance will not be updated as a penalty.

[0326] In contrast, in the continuous performance in the first state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous performance is updated. In other words, in the first state, which is advantageous to the player, if the continuous performance is executed again without being updated, the advantageous state for the player will continue. Therefore, even if an irregular operation is performed, the control is not disadvantageous to the player and no penalty is imposed. Therefore, in the slot machine 1, in the continuous performance in the first state, even if an irregular control is performed, the continuous performance is not updated.

[0327] The effect lottery process will be explained. The effect lottery process is a process that determines the type of effect to be executed. If the stop switch 8L is operated as the first stop operation in the normal stage of the normal advantageous zone, the first section stage of the first state, the second section stage, or the second state stage of the second state, the effect lottery process for the next game is executed. On the other hand, if the stop switch 8C or the stop switch 8R is operated as the first stop operation in the normal stage of the normal advantageous zone, the first section stage of the first state, the second section stage, or the second state stage of the second state, the effect lottery process for the next game is not executed as a penalty. In other words, the game progresses without any effect. The period during which no effect is executed is not limited to one game, but may be three games.

[0328] [Main components] The slot machine 1 according to the present embodiment has been described above. The main configuration of the slot machine 1 according to the present embodiment will now be described.

[0329] (1) A gaming machine (for example, a slot machine 1) capable of playing a game, A setting means (for example, a setting change process by the main control unit 41) is provided that can set one of a plurality of set values ​​(for example, set values ​​1, 2, 4, 5, 6, L), The plurality of types of setting values ​​include a special setting value (for example, setting value L), The special setting value is Among the plurality of types of set values, the set value is the smallest expected value (for example, AL) of the gaming value (for example, medals) that can be awarded in all games (for example, non-internal, internal, BB) including games in advantageous states (for example, first state, second state, ending state, BB) when the set value is set, and Among the plurality of set values, the set value is the smallest expected value (for example, BL) of the gaming value that can be awarded in the advantageous state when the set value is set, and Among the plurality of types of set values, the set value having the smallest variation in gaming value that can be awarded in the advantageous state when the set value is set (for example, the set value having the smallest width DL indicating the size of the standard deviation), The display device is provided with suggestion means (for example, a process by the main control unit 41 to cause the lower panel 55 to flash) capable of executing special suggestion control (for example, flashing the lower panel 55) to suggest that the special setting value has been set.

[0330] 15, 16, and 17, by performing a type test using the set value L, the variation in the number of medals paid out over a predetermined number of games is reduced in all games, including games in an advantageous state, and games are played as designed, making it easier to pass the type test. On the other hand, if the set value L is set in the market, the expected number of medals that can be awarded in all games, including games in an advantageous state, or the expected number of medals that can be awarded in an advantageous state will be reduced, which will be disadvantageous to the player, but by indicating that the set value L has been set, as shown in FIG. 18, it is possible to make the player aware that the set value L has been set.

[0331] (2) Further provided with a set value display means (for example, a credit display 11) for displaying a set value; The set value display means Among the plurality of types of setting values, normal setting values ​​other than the special setting values ​​(for example, setting values ​​1, 2, 4, 5, 6) are displayed using numbers; The special setting value is displayed using a character other than a number (for example, "L").

[0332] Specifically, as shown in FIG. 20, the manager of the gaming machine can easily distinguish between the setting value L and the setting values ​​1, 2, 4, 5, and 6 other than the setting value L, and can easily recognize that the setting value L has been set.

[0333] (2A) The plurality of types of setting values ​​include a special setting value (for example, setting value H), The special setting value is Among the plurality of set values, the expected value of the gaming value that can be awarded in all games including the game in the advantageous state (for example, set value AH) is the largest set value, and The variation in the gaming value that can be awarded in the advantageous state is the next smallest set value after the special set value (for example, the range DH indicating the size of the standard deviation is the next smallest after the range DL).

[0334] Specifically, as shown in Figures 55 and 56, it becomes easier to comply with both type tests using set value L, which has the smallest expected value of medals paid out, and type tests using set value H, which has the largest expected value of medals paid out.

[0335] (2B) A storage means (for example, ROM 41b) for storing data relating to the plurality of types of setting values ​​is provided, the storage means stores a plurality of specific data corresponding to each of the plurality of types of setting values ​​(for example, data values ​​indicating the setting values ​​themselves or numerical values ​​for determining processing related to the setting values) consecutively in a storage area; Of the multiple specific data corresponding to each of the multiple types of setting values, the specific data corresponding to the special setting value and the specific data corresponding to the special setting value are stored at the beginning (for example, in the order L, 1, 2, 4, 5, 6) or end (for example, in the order 1, 2, 4, 5, 6, L) of the order in the memory area.

[0336] Specifically, as shown in FIG. 20, it becomes easier to distinguish between the set value L (which in the modified example also includes the set value H) and the other set values ​​1, 2, 4, 5, and 6.

[0337] (3) The suggestion means executes the special suggestion control when no game is being played (for example, in a non-play state).

[0338] Specifically, as shown in Figure 18, the player can be made aware that the setting value L has been set even when he or she is not playing, and it is possible to prevent the player from playing when the setting value L is set.

[0339] (3A) Further provided with a specific notification means (for example, the lower panel 55) having the largest area used for notification; The suggestion means executes the special suggestion control using the specific notification means (for example, blinking or lighting up the lower panel 55).

[0340] Specifically, as shown in FIG. 18, it is possible to make the manager and the player easily aware that the set value L has been set.

[0341] (3B) Further provided with a presentation means capable of executing presentations used in games (for example, a process of displaying presentations on the liquid crystal display 51 by the sub-controller 91), The suggestion means executes the special suggestion control using the effect means (for example, performs an effect that increases the frequency of execution of a shutter effect).

[0342] Specifically, as shown in Figure 23, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing to play with the setting value L set.

[0343] (4) The effect means is capable of executing a predetermined effect (for example, a shutter effect), The suggestion means controls the special suggestion by changing the rate at which the predetermined effect is executed by the effect means when the special setting value is set among the plurality of types of setting values ​​and when the normal setting value other than the special setting value is set (for example, the frequency at which the shutter effect is executed differs when setting value L is set compared to when the normal setting value is set).

[0344] Specifically, as shown in FIG. 22, the frequency with which the shutter effect is executed can make the player aware that the set value L has been set.

[0345] (4A) When the normal setting value is set, the performance means does not execute the predetermined performance in a first situation (for example, a normal section, a normal advantageous section, or an AT continuous performance), but executes the predetermined performance in a second situation (for example, a first state or a second state); When the special setting value is set, the suggestion means uses the presentation means to execute the specified presentation in the first situation as the special suggestion control (for example, when setting value L is executed, a shutter presentation is executed in the normal advantageous zone).

[0346] Specifically, as shown in Figures 22 and 23, when the setting value L is executed, a shutter effect is executed in the normal advantageous zone, allowing the player to recognize that the setting value L has been set.

[0347] (4B) The performance means includes a display means (for example, a liquid crystal display 51), The predetermined effect is an effect in which a predetermined image (for example, an image of an obstruction such as a shutter or sliding door) is displayed on the entire display area of ​​the display means (for example, liquid crystal display 51 or effect area 510).

[0348] Specifically, as shown in Figures 21 and 23, an image showing a shutter is displayed across the entire display area of ​​the LCD display 51, thereby making the player aware that the setting value L has been set.

[0349] (4C) Further provided with a variable display unit (for example, reels 2L, 2C, 2R) capable of variably displaying a plurality of types of identifying information, each of which can be identified; After the variable display unit is variably displayed, the display result is derived by stopping the variable display unit, and a winning prize can be generated according to a display result combination which is a combination of the display results of the multiple variable display units; a plurality of derivation operation means (for example, stop switches 8L, 8C, 8R) that are operated to derive a display result combination; A pre-determination means (for example, an internal lottery process by the main control unit 41) for determining a display result combination that is allowed to be derived; Further provided is an operation procedure display means (for example, a process of executing a navigation performance by the sub-control unit 91) for displaying a suggestion image (for example, an image showing a navigation notification) suggesting an operation mode corresponding to a specific determination result when the determination result of the pre-determination means becomes a specific determination result in a specific state (for example, an AT state and a BB state), The predetermined effect (for example, a shutter effect) is executed in a state other than the specific state (for example, a normal advantageous zone).

[0350] Specifically, as shown in Figure 22, when the setting value L is set, the shutter effect is not executed in the second situation, and the shutter effect is executed in the normal advantageous zone and the AT continuous effect, so that the navigation notification is not hindered.

[0351] (5) The device further includes a setting value suggestion means (for example, a process of displaying a result screen by the sub-control unit 91) capable of executing a setting suggestion (for example, a setting suggestion on a result screen) to suggest which setting value is set among the plurality of types of setting values, The setting value suggestion means does not execute the setting suggestion when the special setting value is set (for example, when setting value L is set, it displays a character 1 result screen).

[0352] Specifically, as shown in Figures 24 and 25, when the setting value L is set, it is possible to prevent confusion among players by only indicating that the setting value L has been set and not indicating that the normal setting value has been set.

[0353] (5A) The set value suggestion means At a specific opportunity (for example, when the result screen is displayed at the end of AT), when a setting value other than the special setting value is set, the setting suggestion can be executed, including a normal setting suggestion (for example, a character 1 result screen) that makes it most difficult to recognize which setting value is set; At the specific occasion, when the special setting value is set, setting suggestions other than the normal setting suggestion are not executed, but the normal setting suggestion is executed (for example, when setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen are not displayed, and the character 1 result screen is displayed).

[0354] Specifically, as shown in Figure 25, when the setting value L is set, it is possible to prevent confusion among players caused by the display of the character 2 result screen, character 3 result screen, and character 4 result screen in addition to the character 1 result screen.

[0355] (5B) The set value suggestion means If any of the multiple types of setting values ​​other than the special setting value is set, an individual setting suggestion (for example, displaying a character 4 result screen) can be executed to indicate the set setting value, whereas if the special setting value is set, the individual setting suggestion is not indicated (for example, if setting value L is set, a result screen suggesting that setting value L has been set, such as the character 4 result screen, is not displayed).

[0356] Specifically, as shown in Figures 24 and 25, it is possible to prevent the player from being confused by an individual setting suggestion that individually indicates that the setting value L has been set on the result screen.

[0357] (6) Further comprising an extension control means (for example, a life acquisition lottery process by the main control unit 41) capable of executing an extension control for extending the advantageous state; The extension control means When the normal setting value is set, the extension control can be executed (for example, as shown in FIG. 43, when setting values ​​1, 2, 4, 5, and 6 are set, life can be granted), When the special setting value is set, the extension control is not executed, or the extension control is executed with a lower probability than when the normal setting value is set (for example, as shown in FIG. 42, when the setting value L is set, no life is granted).

[0358] Specifically, as shown in Figure 43, when the set value L is set, life is not uniformly granted, or life is uniformly granted at a lower probability than the normal set value, making it easier to design life granting in advantageous states.

[0359] (6A) The extension control means Executing the extension control based on a predetermined probability (for example, the probability of being granted a life shown in FIG. 43 ); After the extension control is executed, common control (for example, the lottery for the number of lives shown in FIG. 44) is executed regardless of the set value. The predetermined probability differs depending on the plurality of types of setting values ​​(for example, as shown in FIG. 43, the probability of being granted a life differs for each setting value).

[0360] Specifically, as shown in FIG. 43, the design for executing the life number lottery becomes easier.

[0361] (7) A basic processing means for executing a basic process (for example, a main process by the main control unit 41 in FIG. 14 ); an interrupt processing means (for example, a timer interrupt processing means) capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process (for example, the interrupt inhibiting process by the main control unit 41 in FIG. 14); and a setting value updating means (for example, a setting key switch 37) for updating the setting value, The storage means (for example, RAM 41c) stores the set value in a first specific area (for example, A register) of the storage area, The setting value update means An addition process of adding the setting value stored in the first specific area (for example, the addition process of S118 in FIG. 27 ); A determination process (for example, the determination process of S119 in FIG. 27) in which a specific value (for example, 6) is subtracted from the set value after the addition and it is determined whether the result of the subtraction is 0 or not; If the subtraction result is 0, a regression process is performed to set the set value stored in the first specific area to 0 (for example, a regression process to correct to 0 in S120 of FIG. 27). The interrupt inhibiting means a first interrupt inhibiting means for inhibiting execution of the interrupt process based on an interrupt inhibiting instruction (for example, an interrupt inhibiting process by the main control unit 41 based on an interrupt instruction); It includes a second interrupt means (for example, interrupt prohibition processing due to execution of a specific increment processing) that prohibits execution of the interrupt processing even without the interrupt prohibition instruction while any of the addition processing, the judgment processing, and the regression processing is being executed.

[0362] Specifically, as shown in FIG. 27, it is possible to automatically prevent the set value from being updated to an unintended value due to the execution of an interrupt process.

[0363] (8) A basic processing means for executing a basic process (for example, a main process by the main control unit 41 in FIG. 14 ); an interrupt processing means capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt processing (for example, a timer interrupt processing); data selection means for selecting a plurality of types of data according to a data selection value (for example, a ceiling game number count value); Further provided is a data selection value update means for updating the data selection value based on a predetermined condition (for example, a process in which the main control unit 41 adds a ceiling game number count value in a normal advantageous zone), The storage means stores the data selection value in a second specific area (for example, an A register) of the storage area; The data selection value update means an addition process (for example, the addition process of SI2 in FIG. 32) for adding the data selection values ​​stored in the second specific area; A determination process of subtracting a specific value from the added data selection value and determining whether the subtraction result is 0 (for example, the determination process of SI3 in FIG. 32 ); If the subtraction result is 0, a regression process (for example, regression process SI4 in FIG. 32) is performed to set the data selection value stored in the second specific area to 0; The interrupt inhibiting means a first interrupt inhibiting means for inhibiting execution of the interrupt process based on an interrupt inhibiting instruction (for example, an interrupt inhibiting process by the main control unit 41 based on an interrupt instruction); It includes a second interrupt means (for example, interrupt prohibition processing due to execution of a specific increment processing) that prohibits execution of the interrupt processing even without the interrupt prohibition instruction while any of the addition processing, the judgment processing, and the regression processing is being executed.

[0364] Specifically, as shown in FIG. 32, the execution of an interrupt process can automatically prevent the ceiling game number count value from being updated to an unintended value.

[0365] (9) A basic processing means for executing a basic process (for example, a main process by the main control unit 41 in FIG. 14 ); an interrupt processing means (for example, a timer interrupt processing means) capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process (for example, the interrupt inhibiting process by the main control unit 41 in FIG. 14); A process selection means for selecting a plurality of processes according to a process determination value (for example, a bet amount stored in the RAM 41c) (for example, a process for selecting whether or not to perform a bet amount setting process by the main control unit 41); and a process determination value updating means for updating the process determination value based on a predetermined condition (for example, a process for adding the number of bets when the 1-bet switch 65 is pressed), The storage means (for example, RAM 41c) stores the process determination value in a third specific area (for example, A register) of the storage area, The process determination value update means an addition process of adding the process determination value stored in the third specific area (for example, the addition process of SR3 in FIG. 34); A determination process (for example, the determination process of SR4 in FIG. 34) in which a specific value (for example, 4) is subtracted from the processing determination value after the addition and it is determined whether the result of the subtraction is 0 or not; If the subtraction result is 0, a regression process (for example, the regression process of SR5 in FIG. 34) is performed to set the processing determination value stored in the third specific area to 0. The interrupt inhibiting means a first interrupt inhibiting means for inhibiting execution of the interrupt process based on an interrupt inhibiting instruction (for example, an interrupt inhibiting process by the main control unit 41 based on an interrupt instruction); It includes a second interrupt means (for example, interrupt prohibition processing due to execution of a specific increment processing) that prohibits execution of the interrupt processing even without the interrupt prohibition instruction while any of the addition processing, the judgment processing, and the regression processing is being executed.

[0366] Specifically, as shown in FIG. 34, it is possible to automatically prevent the bet number from being updated to an unintended value due to the execution of an interrupt process.

[0367] (10) A basic processing means for executing a basic process (for example, a main process by the main control unit 41 in FIG. 14 ); an interrupt processing means (for example, a timer interrupt processing means) capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process (for example, the interrupt inhibiting process by the main control unit 41 in FIG. 14); In the advantageous state, when the gaming value provided reaches a specific number (for example, 345 coins), advantageous state ending means (for example, a process of ending BB by the main control unit 41) can end the advantageous state; and a remaining payout value update means (for example, a payout process by the main control unit 41) for updating the remaining payout value when the gaming value is awarded. The storage means stores a remaining payout value obtained by subtracting the total number of gaming values ​​awarded from the specific number in a fourth specific area (for example, an A register) of the storage area, The remaining payout value updating means A subtraction process (for example, subtraction process of SD2 in FIG. 29) for subtracting the remaining payout value stored in the fourth specific area; A determination process to determine whether the remaining payout value after subtraction is less than 0 (for example, the determination process of SD3 in FIG. 29), If the subtraction result is less than 0, an update process (for example, update process of SD4 in FIG. 29) is performed to set the remaining payout value stored in the fourth specific area to 0. The interrupt inhibiting means a first interrupt inhibiting means for inhibiting execution of the interrupt process based on an interrupt inhibiting instruction (for example, an interrupt inhibiting process by the main control unit 41 based on an interrupt instruction); It includes a second interrupt means (for example, interrupt prohibition processing due to execution of a specific decrement processing) that prohibits execution of the interrupt processing even without the interrupt prohibition instruction while any of the subtraction processing, the determination processing, and the update processing is being executed.

[0368] Specifically, as shown in FIG. 29, the execution of an interrupt process can automatically prevent the remaining payout value from being updated to an unintended value.

[0369] (11) A basic processing means for executing a basic process (for example, a main process by the main control unit 41 in FIG. 14 ); an interrupt processing means (for example, a timer interrupt processing means) capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process (for example, the interrupt inhibiting process by the main control unit 41 in FIG. 14); a measuring means (e.g., a 1-byte timer) for measuring a predetermined period of time; a measurement result update means (for example, a time counter update process by the main control unit 41) for updating the measurement result of the measurement means at regular intervals (for example, 2.24 ms), The storage means stores the measurement result of the measurement means in a fifth specific area (for example, an A register) of the storage area, The measurement result update means A subtraction process (for example, an addition process of ST4 in FIG. 30) for subtracting the measurement result stored in the fifth specific area; A determination process for determining whether the measurement result after subtraction is less than 0 (for example, the determination process of ST5 in FIG. 30 ); If the subtraction result is less than 0, an update process (for example, the update process of ST7 in FIG. 30) is performed to set the measurement result stored in the fifth specific area to 0. The interrupt inhibiting means a first interrupt inhibiting means for inhibiting execution of the interrupt process based on an interrupt inhibiting instruction (for example, an interrupt inhibiting process by the main control unit 41 based on an interrupt instruction); It includes a second interrupt means (for example, interrupt prohibition processing due to execution of a specific decrement processing) that prohibits execution of the interrupt processing even without the interrupt prohibition instruction while any of the subtraction processing, the determination processing, and the update processing is being executed.

[0370] Specifically, as shown in FIG. 30, it is possible to automatically prevent the measurement result from being updated to an unintended value due to the execution of an interrupt process.

[0371] [Variations] The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Modifications of the above-described embodiment that can be applied to the present invention will be described below.

[0372] [About the setting value H] As described above, the slot machine 1 of this embodiment is configured so that the set value L can be set.

[0373] The slot machine 1 in the modified example is configured to be able to set a setting value H in addition to the setting value L. FIG. 55 is a diagram for explaining the setting value H. As described above, the slot machine 1 in the present embodiment is able to set six setting values: 1, 2, 5, 6, H, and L. In the present embodiment, an example has been described in which setting values ​​1, 2, 4, 5, 6, and L are generally set. However, in the modified example, the setting value H can be set instead of the setting value 4. The setting value that replaces the setting value H is not limited to the setting value 4, but may be any of the setting values ​​1, 2, 4, 5, and 6. FIG. 55 shows the expected payout value for the entire period, the expected payout value in an advantageous state, and the base for each of the six setting values.

[0374] As shown in FIG. 55, when the set value H is set, the expected number of balls to be output in the entire period is AH, the expected number of balls to be output in the advantageous state is BH, the base is CH, and the AT winning probability is designed to be DH. The expected number of balls to be output in the entire period of each set value is such that AL is the smallest, AH is the largest, and the relationship AL < A1 < A2 < A5 < A6 < AH holds. That is, the set value H is the set value among set values 1, 2, 5, 6, H, and L for which the expected number of balls to be output that can be given in all games including the game in the advantageous state is the largest. Also, the expected number of balls to be output in the advantageous state of each set value is such that BL is the smallest, BH is the largest, and the relationship BL < B1 < B2 < B5 < B6 < BH holds. That is, the set value H is the set value among set values 1, 2, 4, 5, 6, and L for which the expected number of balls to be output that can be given in the advantageous state is the largest. Further, the base of each set value is such that CL is the smallest, CH is the largest, and the relationship CL < C1 < C2 < C5 < C6 < CH holds. That is, the set value H is the set value among set values 1, 2, 4, 5, 6, and L for which the base is the largest. Furthermore, the AT winning probability of each set value is such that DL is the smallest, DH is the largest, and the relationship DL < D1 < D2 < D5 < D6 < DH holds. In the modified example, in terms of the AT winning probability, the set value L is designed to be the lowest among set values 1, 2, 5, 6, H, and L, and the set value H is designed to be the highest among set values 1, 2, 5, 6, H, and L, which is different from the slot machine 1 of the present embodiment.

[0375] FIG. 56 is a diagram for explaining the variation in the number of balls output from the start of AT to the end of AT when the set value H is set. Since FIG. 56 is the same as FIG. 16, the same explanation will not be repeated. In FIG. 56, a normal distribution showing the variation in the number of medals paid out during the period from the start of the AT state to the end of the AT state when the set value H is set is similarly illustrated. The width SD1H of the normal distribution in FIG. 56 indicates the variation (standard deviation) in the number of medals paid out during the period from the start of the AT state to the end of the AT state when the set value H is set.

[0376] Referring to Figure 56, the variation in the number of medals paid out when setting value H is set is the second smallest among setting values ​​1, 2, 5, 6, H, and L, after the variation in the number of medals paid out when setting value L is set. In other words, width SD1H is narrower than width SD1N and wider than width SD1L. Also, while Figure 56 only compares setting value 1, setting value H, and setting value L, the variation in setting value H is designed to be greater than setting value L and smaller than any of setting values ​​1, 2, 5, and 6.

[0377] Figure 57 is a diagram for explaining the variation in the number of dispensed balls over the entire period when the setting value H is set. Figure 57 is a diagram similar to Figure 17, so the same explanation will not be repeated. Figure 57 also illustrates a normal distribution that shows the variation in the number of medals paid out over the entire period when the setting value H is set. The width SD2H of the normal distribution in Figure 57 indicates the variation (standard deviation) in the number of medals paid out when a predetermined number of games are played over the entire period when the setting value H is set.

[0378] Referring to Figure 57, the variation in the number of medals paid out when a predetermined number of games are played when the setting value H is set is the second smallest among the setting values ​​1, 2, 5, 6, H, and L, after the variation in the number of medals paid out when a predetermined number of games are played when the setting value L is set. That is, the width SD2H is narrower than the width SD2N and wider than the width SD2L. Also, while Figure 57 compares only the setting value 1, the setting value H, and the setting value L, the variation in the setting value H is designed to be greater than the setting value L and smaller than any of the setting values ​​1, 2, 5, and 6. This makes it easier to comply with both the type test using the setting value L, which has the smallest expected value, and the type test using the setting value H, which has the largest expected value.

[0379] [About the bass] In FIG. 15, it was explained that the set value L is the expected value of each state and the set value with the smallest base. However, in the modification, the base of the set value L does not have to be the smallest. For example, even when the base of the set value L is designed to be the largest among the set values 1, 2, 4, 5, 6, L, it is sufficient if the probability of transitioning to the AT state is designed to be low compared to other set values. Thereby, the relationship of AL < A1 < A2 < A4 < A5 < A6 shown in FIG. 15 can be established.

[0380] [Regarding the shielding area of the shutter effect] FIG. 58 is a diagram for explaining a modification of the shutter effect. As shown in FIG. 58, the liquid crystal display 51 may include an effect area 52a and an information display area 52b. The sub-control unit 91 mainly performs an effect by changing the image displayed in the effect area 52a, and fixedly displays information related to the progress of the game in the information display area 52b.

[0381] In the modified shutter effect, only the effect area 52a is shielded by the shielding object. That is, as shown in FIGS. 58(B) and 58(C), even after the shutter effect is started, the information display area 52b remains displayed. In other words, the information display area 52b is displayed superimposed on the shutter effect. Thereby, even when the shutter effect is performed, it is possible to prevent the information related to the progress of the game from being shielded.

[0382] [Specific increment processing and specific decrement processing] In the present embodiment, an example in which the value to be added or subtracted is stored in the A register has been described. However, in the modification, specific increment processing and specific decrement processing may be executed using another register instead of the A register.

[0383] Furthermore, the specific increment process can be applied, for example, to a process in which a stage change is performed in a normal advantageous section, circulating between Stage A, Stage B, and Stage C. The RAM 41c stores information indicating which stage the player is currently in. For example, the RAM 41c stores "0" at a specified address if the player is in Stage A, "1" if the player is in Stage B, and "2" if the player is in Stage A.

[0384] When a stage change is performed, the main control unit 41 uses a specific increment process to increment a value stored at a specific address in the RAM 41c. This automatically prevents the value corresponding to the stage from being updated to an unintended value due to the execution of an interrupt process. In this way, the specific increment process can be used for any type of cyclic control.

[0385] Although an embodiment of the present invention has been described above with reference to the drawings, the present invention is not limited to this embodiment, and it goes without saying that the present invention also includes modifications and additions that do not deviate from the spirit of the present invention.

[0386] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0387] 1 slot machine, 2L, 2C, 2R reels, 7 start switch, 8L, 8C, 8R stop switches, 51 liquid crystal display, 41 main control unit, 91 sub control unit.

Claims

[Claim 1] A gaming machine capable of playing games, a storage means having a storage area capable of storing data; a basic processing means for executing a basic process; an interrupt processing means capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process; data selection means for selecting data in response to a data selection value; a data selection value update means for updating the data selection value based on a predetermined condition; the storage means stores the data selection value in a specific area of ​​the storage area; The data selection value update means an addition process of adding 1 to the value stored in the specific area; a subtraction process of subtracting a specific value from the value stored in the specific area; a regression process for setting the value stored in the specific area to 0 when the subtraction result of the subtraction process is 0; Execute a specific addition determination process including An interrupt disabled state is entered in which the interrupt process is not executed based on an interrupt disable instruction, When power supply to the gaming machine is started, the interrupt process is not executed even if the interrupt prohibition command is not issued, The gaming machine does not execute the interrupt process even if the interrupt prohibition command is not issued while the specific addition determination process is being executed.

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