gaming machines
The gaming machine enhances management of unprogressable states by incorporating error detection and display mechanisms to provide detailed information, addressing the challenge of unprogressable states in gaming machines.
Patent Information
- Application Number
- JP2023034781
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-07
- Publication Date
- 2026-01-22
- Estimated Expiration
- 2043-03-07
AI Technical Summary
Gaming machines often enter an unprogressable state when storage contents do not match, making it difficult for managers to address frequent unprogressable states effectively.
A gaming machine equipped with specific error detection means, impossible state control, display means, and display control to provide information on error detection, unprogressable state duration, and error details, allowing managers to better understand and manage these states.
Facilitates easier management of unprogressable states by providing detailed information on error detection and state duration, enabling more effective handling of gaming machine operations.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some gaming machines, such as the gaming machine described in Patent Document 1, are controlled to an unprogressable state in which the game cannot proceed if the stored contents of the storage means do not match. Being controlled to an unprogressable state corresponds to falling into a situation in which the game cannot proceed. For this reason, it is conceivable that there may be a gaming machine manager who wants to deal with frequent unprogressable states by obtaining information about the unprogressable state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-081443 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, it is desirable to make it easier for managers of gaming machines to grasp information regarding the state in which progress cannot be made. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can be controlled to a progress-disabled state in which the game cannot proceed, specific error detection means capable of detecting a specific error;The game includes an impossible state control means capable of controlling the game to the impossible state when a special condition is met, a display means, and a display control means capable of controlling the display means, wherein the special condition can be met when a game medium is awarded, and the display means is capable of displaying specific information capable of specifying at least one of the number of times the special condition has been met within a predetermined period and the number of times the game has been controlled to the impossible state within a predetermined period after the special condition has been met and the game has been controlled to the impossible state, and the display means is capable of displaying specific information capable of specifying at least one of the number of times the special condition has been met within a predetermined period and the number of times the game has been controlled to the impossible state ... Time and the setting value that was set when the vehicle was controlled to the unprogressable state was set. Time It is possible to display special information that can identify at least one of the following: The display means is capable of displaying specific error information that can identify the detection of the specific error after the specific error is detected, and after the specific error is detected after the special condition is established and the game is controlled to the progress-impossible state, the specific error information can be displayed on the display means in parallel with the specific information. The gist of this is 。 [Effects of the Invention]
[0006] According to the present invention, it is possible to make it easier to grasp information relating to an unprogressable state. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 2 is a diagram showing the front side of the slot machine. [Figure 2] FIG. [Figure 3] FIG. 2 is a diagram showing the electrical configuration of the slot machine. [Figure 4] 10 is a flowchart showing a game progress process. [Figure 5] 10 is a flowchart showing a progress-disabling process. [Figure 6] 10A and 10B are diagrams showing an example of the display content of the performance display device when various selection images are displayed in the setting value confirmation state. [Figure 7] 10A and 10B are diagrams showing an example of the display content of the performance display device when the error history is displayed. [Figure 8]10A and 10B are diagrams showing an example of the display content of the performance display device for which the date and time can be set. [Figure 9] 10A and 10B are diagrams showing an example of the display content of the performance display device, in which it is possible to select to initialize the history regarding the state in which progress is impossible. [Figure 10] 10A to 10F are diagrams showing an example of the display content of the performance display device after it has been controlled to a progress-impossible state. [Figure 11] 10A to 10D are diagrams showing an example of the display content of the performance display device after it has been controlled to a progress-impossible state. [Figure 12] A figure showing an example of the display content of the performance display device after it has been controlled to an unprogressable state in a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of a slot machine (a so-called reel-type gaming machine), which is one type of gaming machine, will be described. In this specification, the terms up, down, left, right, front (front), and rear refer to the respective directions as seen by a player playing on the slot machine.
[0009] As shown in FIG. 1, a slot machine 10 (hereinafter referred to as the gaming machine 10) as a gaming machine includes a rectangular box-shaped main cabinet 11. The main cabinet 11 has an opening (not shown) on its front side. The gaming machine 10 includes a front door 12 covering the opening of the main cabinet 11. The front door 12, which serves as a door member, is supported on the main cabinet 11 so as to be openable and closable. The gaming machine 10 includes a door open sensor SEa (shown in FIG. 3) capable of detecting that the front door 12 is open. The opening of the front door 12 corresponds to a door open error related to the opening of the door member. In this embodiment, the door open error corresponds to a specific error. In this embodiment, the door open sensor SEa capable of detecting a door open error realizes a function as specific error detection means capable of detecting a specific error. The door open sensor SEa can also be considered as opening detection means capable of detecting that the door member is open. The gaming machine 10 includes a locking unit SJ. In the gaming machine 10, the opening of the front door 12 is restricted by a locking unit SJ. In the gaming machine 10, for example, the locking unit SJ can be unlocked by turning it clockwise using a key managed by the manager of the gaming facility, thereby allowing the front door 12 to be opened.
[0010] The gaming machine 10 is provided with a decorative lamp 13 on the front door 12 as light-emitting means capable of, for example, turning on, off, or flashing a light-emitting element to produce effects. The gaming machine 10 is provided with a speaker 14 on the front door 12 as sound output means capable of producing effects such as outputting sound effects, music, and voice. The gaming machine 10 is provided with a performance display device 15 on the front door 12 as display means capable of producing effects such as displaying images resembling characters or letters. Examples of the performance display device 15 include a liquid crystal display and an organic EL display. The gaming machine 10 is provided with a substantially rectangular display window 12a on the front of the front door 12 below the performance display device 15. The display window 12a is made of, for example, a colorless and transparent resin material. In this embodiment, some or all of the performance devices among the decorative lamp 13, the speaker 14, and the performance display device 15 correspond to the performance execution means.
[0011] The gaming machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so as to be visible to a player through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a center reel 16b (second reel), and a right reel 16c (third reel). The reels 16a to 16c are reels also called drums. Thus, the gaming machine 10 includes multiple reels. Each of the reels 16a to 16c includes a symbol row along its outer periphery, in which multiple symbols are arranged in a distinguishable manner. The symbol row is provided by wrapping a strip-shaped light-transmitting film, on which multiple symbols are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each of the symbol rows of the reels 16a to 16c includes 21 symbols. There are multiple types of symbols. For example, the multiple types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a red seven symbol imitating a red "7", a white seven symbol imitating a "7", and a replay symbol imitating the word "REPLAY". In this way, each of the reels 16a to 16c has multiple symbols.
[0012] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the center reel 16b, and an actuator for driving the right reel 16c. For example, a stepping motor can be used as the actuator for driving the reels 16a-16c. The reels 16a-16c can be rotated and stopped vertically independently of each other by the actuators provided corresponding to each reel. In the gaming machine 10, when the reels 16a-16c rotate, a symbol row (multiple types of symbols) visible through the display window 12a changes, and a variable game is executed. For example, the symbol row changes in such a way that the symbol row scrolls vertically from top to bottom. In this way, the gaming machine 10 is configured to be able to execute a variable game. The reel unit 16 includes a left reel sensor SE1 for detecting the rotation position of the left reel 16a, a center reel sensor SE2 for detecting the rotation position of the center reel 16b, and a right reel sensor SE3 for detecting the rotation position of the right reel 16c (shown in Figure 3).
[0013] The display window 12a is large enough to display three consecutive symbols arranged circumferentially on the reels 16a to 16c. The display window 12a is provided with an upper stop position, a middle stop position, and a lower stop position for each of the reels 16a to 16c. When the reels stop, one symbol is displayed at each of the upper stop position, the middle stop position, and the lower stop position. In the gaming machine 10, the symbols displayed at each stop position can be viewed through the display window 12a. In other words, when some or all of the reels 16a to 16c are stopped, a total of three symbols, at least the upper stop position, the middle stop position, and the lower stop position, among the multiple symbols on the stopped reels, can be viewed through the display window 12a. In the gaming machine 10, a combination of valid stop positions is set by selecting one from each of the three stop positions set for each of the reels 16a to 16c, and the combination of symbols that has stopped is determined to be a winning combination. In the following description, a line connecting a plurality of stop positions that constitute a valid combination of stop positions is simply referred to as an "active line YL." In this embodiment, the active line YL (a combination of valid stop positions) is formed by each of the middle stop positions of the reels 16a to 16c. The active line YL is also called a winning line.
[0014] Here, "stopping" with respect to a symbol means that the symbol stops in the display window 12a, i.e., at one of the upper, middle, or lower stop positions, and is displayed so as to be visible to the player. Furthermore, "winning" means that a symbol combination for which a prize is determined is displayed on the pay line YL. In the gaming machine 10, when a prize is won, the prize determined for the winning symbol combination is awarded. Note that combinations other than the valid stop position combinations are invalid stop position combinations (so-called invalid lines) that do not allow the displayed symbol combination to be determined as a winning symbol combination. Hereinafter, the "game result derived in the variable game" refers to a symbol combination that stops on the pay line YL in the variable game.
[0015] The gaming machine 10 has a medal insertion slot 17 for inserting medals on the front side of the front door 12. The gaming machine 10 has a medal selector inside the machine. The medal selector has an insertion sensor SE4 that detects medals inserted through the medal insertion slot 17 (shown in FIG. 3).
[0016] The gaming machine 10 has a bet button 18 on the front of the front door 12. The bet button 18 is a means for betting medals from credits stored internally in the gaming machine 10. The bet button 18 is an operating means operated when betting medals from credits. The bet button 18 can be operated by a player. Credits correspond to medals stored internally. By storing medals as credits, the gaming machine 10 can store game value as data. Furthermore, betting medals corresponds to betting medals. Note that in the gaming machine 10, it is also possible to bet medals by inserting medals into the medal insertion slot 17. The gaming machine 10 is configured so that by betting medals, medals are consumed and a variable game can be played.
[0017] The gaming machine 10 is provided with a settlement button 19 as an operable settlement operation means on the front of the front door 12. The settlement button 19 is a means that is operated when paying back bet medals and internally stored credits. In other words, the settlement button 19 is an operation means that is operated when settling bet medals and credits. The settlement button 19 can be operated by the player.
[0018] The gaming machine 10 is provided with a start lever 20 as a start operation unit on the front of the front door 12. The start lever 20 is a means for performing a start operation to start the rotation of the reels 16a to 16c. In other words, the reception of the start operation triggers the start of the variable game. In this way, the start lever 20 is an operation means operated when starting the variable game. The start lever 20 can be operated by the player. The operation of the start lever 20 to start the variable game can be said to be a start operation. In the gaming machine 10, the variable game is started based on the start operation.
[0019] The gaming machine 10 is provided with a left stop button 21 (first stop button) on the front surface of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operating means for performing a stop operation to stop the rotation of the left reel 16a. The gaming machine 10 is provided with a center stop button 22 (second stop button) on the front surface of the front door 12. The center stop button 22 corresponds to the center reel 16b and is an operating means for performing a stop operation to stop the rotation of the center reel 16b. The gaming machine 10 is provided with a right stop button 23 (third stop button) on the front surface of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operating means for performing a stop operation to stop the rotation of the right reel 16c. The stop buttons 21 to 23 can be operated by the player. The stop buttons 21 to 23 correspond to the multiple symbol rows, respectively. The stop buttons 21 to 23 each correspond to a stop operation unit. In this way, the gaming machine 10 is configured to be able to stop the rotation of the reels when a stop button is operated. Furthermore, operation of the stop button to stop a rotating reel can be considered a stop operation. In the gaming machine 10, the rotation of the reels is stopped based on the stop operation. As described above, the gaming machine 10 is equipped with a plurality of stop buttons 21 to 23 as stop operation means corresponding to the plurality of reels 16a to 16c, respectively. In the following description, the first stop operation of the stop buttons 21 to 23 may be referred to as the first stop operation, the second stop operation may be referred to as the second stop operation, and the third stop operation may be referred to as the third stop operation.
[0020] There are six different operating sequences (hereinafter referred to as "pressing sequences") for the stop buttons 21-23, namely, the first pressing sequence to the sixth pressing sequence, in which different stop buttons are used to perform the first, second, and third stop operations. The first pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the left reel 16a, center reel 16b, and right reel 16c in that order. The second pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the left reel 16a, right reel 16c, and center reel 16b in that order. The third pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the center reel 16b, left reel 16a, and right reel 16c in that order. The fourth pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the center reel 16b, right reel 16c, and left reel 16a in that order. The fifth pressing order is the pressing order of the stop buttons 21 to 23 so that the rotation of the right reel 16c, left reel 16a, and center reel 16b is stopped in that order. The sixth pressing order is the pressing order of the stop buttons 21 to 23 so that the rotation of the right reel 16c, center reel 16b, and left reel 16a is stopped in that order.
[0021] The gaming machine 10 has a payout opening 26 at the bottom of the front surface of the front door 12. The gaming machine 10 has a tray 27 that receives medals paid out from the payout opening 26. The gaming machine 10 has a hopper unit HU inside the machine that is capable of performing a payout operation to pay out medals from the payout opening 26 (shown in FIG. 3).
[0022] The gaming machine 10 is provided with selection buttons SB that can be operated by a player on the front surface of the front door 12. The selection buttons SB are composed of an up button SBa, a right button SBb, a down button SBc, a left button SBd, and a decision button SBe. In this embodiment, the selection buttons SB correspond to the operation means that can be operated by a player.
[0023] The gaming machine 10 is provided with an information panel 30 on the front surface of the front door 12, which can display predetermined information. The information panel 30 is provided with an insertion availability display unit. The insertion availability display unit indicates whether the gaming machine 10 is in a state where medals can be inserted, for example, by the lighting status of light-emitting elements. The information panel 30 is provided with a replay display unit. The replay display unit indicates whether a replay is in progress, for example, by the lighting status of light-emitting elements. Replay will be described later. The information panel 30 is provided with a wait display unit. The wait display unit indicates whether a wait time is in progress, for example, by the lighting status of light-emitting elements. The information panel 30 is provided with a status display unit. The status display unit displays, for example, an error code so that an error that has occurred in the gaming machine 10 can be identified. The information panel 30 is provided with an advantageous zone display unit. For example, the advantageous zone display unit indicates whether a beneficial zone is in progress, by the lighting status of light-emitting elements.
[0024] The information panel 30 also includes a 1-bet display unit, a 2-bet display unit, and a 3-bet display unit. In the following description, the 1-bet display unit, the 2-bet display unit, and the 3-bet display unit may be collectively referred to as the bet display unit. The bet display unit displays the bet (number of bets) by, for example, lighting the three display units that make up the bet display unit. The "bet" is also sometimes referred to as the "wager number." In the gaming machine 10, a single variable game can be played by setting three medals as the bet. In other words, the gaming machine 10 is configured to allow a single variable game to be played by using three medals. The information panel 30 includes a credit display unit. The credit display unit displays the number of medals stored as credits within the machine. The information panel 30 includes a payout display unit. For example, two 7-segment displays arranged side by side can be used as the payout display unit. In this case, the payout display unit can be configured to display two-digit numbers from 00 to 99 in decimal notation using the two 7-segment displays. The payout display unit displays information regarding the number of medals to be paid out upon winning in the variable game. Note that the number of medals to be paid out upon winning in the variable game is not the number of medals actually paid out from the payout opening 26, but is the number of medals added to the credit, and therefore can also be said to be the number of medals awarded upon winning in the variable game.
[0025] Next, the symbol combinations that determine the prize will be described. A symbol combination with a predetermined prize is also called a "royalty." Symbol combinations with a predetermined prize (royalty) include symbol combinations that determine the payout of medals as a prize (payout role) and symbol combinations that determine a replay as a prize (replay role). A replay means that the next variable game can be started without the need to bet medals. A replay role is also called a replay role. Payout roles include, for example, a cherry role, a watermelon role, a bell role, and a single coin role.
[0026] For the cherry role, a predetermined number of medals (e.g., 3 medals) are paid out as a prize. In the following description, a symbol combination that stops on the active line YL when the cherry role wins is referred to as a "cherry stop." For the watermelon role, a predetermined number of medals (e.g., 5 medals) are paid out as a prize. In the following description, a symbol combination that stops on the active line YL when the watermelon role wins is referred to as a "watermelon stop." For the bell role, a predetermined number of medals (e.g., 15 medals) are paid out as a prize. In the following description, a symbol combination that stops on the active line YL when the bell role wins is referred to as a "bell stop." For the single coin role, a predetermined number of medals (e.g., 1 medal) are paid out as a prize. In the following description, a symbol combination that stops on the active line YL when the single coin role wins is referred to as a "bell spill stop." The number of medals paid out does not refer to the number of medals actually paid out from the payout outlet 26, but includes the number of medals added (added) as credits, and corresponds to the number of medals awarded to the player.
[0027] In the following description, a symbol combination that stops on the active line YL when a replay role is won is referred to as a "replay stop symbol." The gaming machine 10 is configured to be able to control the gaming state.
[0028] As shown in Fig. 2, there are multiple types of gaming states in the gaming machine 10. Specifically, the gaming states in the gaming machine 10 include a first normal state, a second normal state, a first advantageous state, and a second advantageous state. In the following description, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be described in detail later, the advantageous state is a gaming state that is more advantageous than the normal state.
[0029] In the gaming machine 10, when a transition to the advantageous zone is determined in the first normal state, the state transitions to the second normal state. In the gaming machine 10, when a transition to the first advantageous state is determined in the second normal state, the state transitions to the first advantageous state. In the gaming machine 10, when the termination condition of the first advantageous state is met, if the transition condition is not met (shown as not met in FIG. 2), the advantageous zone ends and the state transitions to the first normal state. On the other hand, in the gaming machine 10, when the termination condition of the first advantageous state is met, if the transition condition is met, the state transitions to the second normal state. In addition, in the gaming machine 10, the termination condition of the first advantageous state is met when the number of variable games executed in the first advantageous state reaches "30 times," which corresponds to the specified number of times. In the gaming machine 10, when the game is transitioning from the second advantageous state to the first advantageous state, or when the transition to the second advantageous state is determined by lottery when the game is transitioning from the second normal state to the first advantageous state, the transition condition is met, and the game transitions to the second advantageous state after the first advantageous state ends. In the gaming machine 10, when the remaining number of stays, which corresponds to the remaining number of variable games that can be played in the second advantageous state, reaches 0, the advantageous period ends and the game transitions to the first normal state. In addition, in the gaming machine 10, when the end condition of the advantageous period is met while the game is in the advantageous period, the advantageous period ends and the game transitions to the first normal state. In the gaming machine 10, the end condition of the advantageous period is met when the number of variable games played in the advantageous period reaches "1500 times," which corresponds to the upper limit of the number of stays, or when the number of gaming media awarded in the advantageous period reaches "2400," which corresponds to the upper limit of the number of awards.
[0030] The gaming machine 10 is configured to be able to control the presentation state (presentation mode). There are multiple types of presentation states in the gaming machine 10. Specifically, the presentation states in the gaming machine 10 include a normal presentation state, a pseudo-bonus presentation state, and an advantageous presentation state. The normal presentation state is a presentation state that is mainly maintained during the normal state. The pseudo-bonus presentation state is a presentation state that is mainly maintained during the first advantageous state. The advantageous presentation state is a presentation state that is mainly maintained during the second advantageous state. In each presentation state, presentation state identification information that allows identification of the current presentation state is notified. The current presentation state corresponds to a controlled presentation state. In the gaming machine 10, the presentation state identification information is notified by, for example, displaying a different background image for each type of presentation state on the presentation display device 15, illuminating the decorative lamp 13 in a different light color for each type of presentation state, or outputting a different background sound (so-called BGM) for each type of presentation state from the speaker 14. By notifying the presentation state identification information, the player can recognize the type of presentation state that is currently being maintained.
[0031] In the gaming machine 10, for example, an operation-related effect (hereinafter referred to as a navigation effect) is executed that suggests or notifies the player of the operation mode of the stop button to stop a symbol combination for which a prize is determined on the pay line YL. The operation mode of the stop button suggested or notified in the navigation effect includes the order in which the stop button is pressed and the timing of the operation of the stop button. The timing of the operation of the stop button means the so-called position at which to press the button. The navigation effect is also called an operation navigation effect or a press order navigation effect (press order navigation).
[0032] In the gaming machine 10, in the normal presentation state, a navigation effect is not executed with content advantageous to the player. On the other hand, in the gaming machine 10, in the pseudo-bonus presentation state and in the advantageous presentation state, a navigation effect is executed with content advantageous to the player. In other words, in the pseudo-bonus presentation state and the advantageous presentation state, the rate at which a navigation effect is executed with content advantageous to the player is higher than in the normal presentation state. Note that in the gaming machine 10, a navigation effect is not executed in the normal presentation state, but is executed in the pseudo-bonus presentation state and the advantageous presentation state. In other words, in the gaming machine 10, the rate at which a navigation effect is executed is higher in the pseudo-bonus presentation state and the advantageous presentation state than in the normal presentation state. For this reason, the pseudo-bonus presentation state and the advantageous presentation state controlled in the advantageous state can be said to be more advantageous presentation states than the normal presentation state controlled in the normal state. The pseudo-bonus presentation state and the advantageous presentation state can be said to be more advantageous presentation states than the normal presentation state. The pseudo bonus effect state and the advantageous effect state are what is called “assist time (AT).” Therefore, the advantageous state is more advantageous than the normal state.
[0033] In the gaming machine 10, a setting value can be set by operating the setting value switch 45 (shown in FIG. 3) upon the start of power supply. The setting value is configured with multiple stages, and any of the setting values can be set. That is, in the gaming machine 10, the setting value can be changed by operating the setting value switch 45. In this embodiment, the setting values are "1" to "6." In the gaming machine 10, any of "1" to "6" can be set as the setting value. In the gaming machine 10, by operating the setting value switch 45 upon the start of power supply, the gaming machine 10 is controlled to a setting value changeable state in which the setting value can be changed. In the gaming machine 10, by operating the start lever 20 in the setting value changeable state, the setting value selected as the setting value to be set can be changed one stage at a time. In the gaming machine 10, the setting value selected when the operation of the setting value switch 45 is finished in the setting value changeable state is set as the setting value. In addition, when the gaming machine 10 is in a state where a game can be played, by operating the setting value switch 45, the gaming machine 10 is controlled to a setting value confirmation state where the setting value can be confirmed.
[0034] In the gaming machine 10, various internal lotteries are conducted under winning probabilities based on setting values. In the gaming machine 10, the degree of advantage varies depending on the setting value, and the payout ratio also varies. For example, in the gaming machine 10, the probability that various winning roles are allowed in the role lottery varies depending on the setting value. For example, in the gaming machine 10, the probability that a transition to an advantageous zone is determined when the machine is in the first normal state varies depending on the setting value. For example, in the gaming machine 10, the probability that a transition to the first advantageous state is determined when the machine is in the second normal state varies depending on the setting value. For example, in the gaming machine 10, the probability that a transition to the second advantageous state is determined when the machine transitions from the second normal state to the first advantageous state varies depending on the setting value. In the gaming machine 10, the probability of being controlled to an advantageous state varies depending on the setting value, and therefore the frequency at which the machine is controlled to an advantageous state varies depending on the setting value. Incidentally, in the gaming machine 10, the payout ratio and the degree of advantage increase in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". In the gaming machine 10, when at least one of the setting values "4" to "6" is set, it is easier to control the machine to an advantageous state compared to when one of the setting values "1" to "3" is set. As described above, in the gaming machine 10, an internal lottery is conducted according to the set setting value.
[0035] The gaming machine 10 is configured to allow volume adjustment. The gaming machine 10 is configured to allow volume adjustment of at least some of the sounds output from the speaker 14. "Adjusting the volume" can also be interpreted as "adjusting the volume output intensity." "Adjusting the volume" corresponds to adjusting the volume, which is a presentation element in sound presentation. In other words, adjusting the volume corresponds to adjusting a presentation element. The gaming machine 10 is configured to allow volume adjustment by operating the up button SBa or the down button SBc. That is, the gaming machine 10 is configured to allow volume adjustment by operating at least one of the up button SBa and the down button SBc. In this embodiment, at least one of the up button SBa and the down button SBc corresponds to the operating means operated to adjust the volume. In the following description, operating the up button SBa or the down button SBc, that is, operating at least one of the up button SBa and the down button SBc, may be expressed as "operating buttons SBa, SBc." Therefore, for example, "operating buttons SBa and SBc" does not necessarily mean operating both the up button SBa and the down button SBc, but also includes operating only the up button SBa and operating only the down button SBc. In this way, the gaming machine 10 is configured so that the volume as a presentation element can be adjusted by operating buttons SBa and SBc.
[0036] In the gaming machine 10, the volume can be adjusted from 1 to 7 levels. Therefore, in the gaming machine 10, the volume at the 1st level corresponds to the minimum volume among the adjustable volume levels. When the volume is adjusted to the 1st level, it corresponds to the volume reaching the lowest level. In the gaming machine 10, the volume at the 7th level corresponds to the maximum volume among the adjustable volume levels. When the volume is adjusted to the 7th level, it corresponds to the volume reaching the highest level.
[0037] The gaming machine 10 is configured to allow brightness adjustment. The gaming machine 10 is configured to allow brightness adjustment of at least some of the light-emitting effects in which the decorative lamps 13 emit light. "Adjusting brightness" can also be interpreted as "adjusting light emission intensity." "Adjusting brightness" corresponds to adjusting the brightness, an effect element, in the light-emitting effects. In other words, adjusting brightness corresponds to adjusting an effect element. Adjusting brightness is also referred to as adjusting the amount of light. The gaming machine 10 is configured to allow brightness adjustment by operating the right button SBb or the left button SBd. In other words, the gaming machine 10 is configured to allow brightness adjustment by operating at least one of the right button SBb and the left button SBd. In this embodiment, at least one of the right button SBb and the left button SBd corresponds to the operating means operated to adjust brightness. In the following description, operating the right button SBb or the left button SBd, i.e., operating at least one of the right button SBb and the left button SBd, may be referred to as "operating buttons SBb, SBd." Therefore, for example, "operating the buttons SBb and SBd" does not necessarily mean operating both the right button SBb and the left button SBd, but also includes operating only the right button SBb and operating only the left button SBd. In this way, the gaming machine 10 is configured so that the brightness as a presentation element can be adjusted by operating the buttons SBb and SBd.
[0038] In the gaming machine 10, the brightness can be adjusted from one of the first to seven levels. Therefore, in the gaming machine 10, the first level of brightness corresponds to the minimum brightness among the adjustable brightness levels. When the brightness is adjusted to the first level, it corresponds to the brightness level reaching the lower limit. In the gaming machine 10, the seventh level of brightness corresponds to the maximum brightness among the adjustable brightness levels. When the brightness is adjusted to the seventh level, it corresponds to the brightness level reaching the upper limit.
[0039] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 3, the gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs processing related to the variable game and outputs control information according to the results of the processing. The control information is also called a control signal or a control command. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40. The gaming machine 10 includes a power supply unit 60.
[0040] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 executes a main control program to perform various processes. The main ROM 42 stores the main control program and determination values used in predetermined lotteries. The main RWM 43 is configured to store various information that can be rewritten as needed during operation of the gaming machine 10. Examples of information stored in the main RWM 43 include flags, counters, and timers. The main RWM 43 functions as a storage means that can store various types of information. The main board 40 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0041] Reel sensors SE1 to SE3, a loading sensor SE4, and a door open sensor SEa are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 and SEa via a port (not shown). The actuators for the reels 16a to 16c are connected to the main board 40. The main CPU 41 is configured to be able to control the operation of the actuators for the reels 16a to 16c via a drive circuit (not shown).
[0042] The bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 via a port not shown.
[0043] An information panel 30 is connected to the main board 40. A main CPU 41 is configured to be able to control the display content of the information panel 30 via a drive circuit (not shown). A hopper unit HU is connected to the main board 40. The main CPU 41 is configured to be able to control the hopper unit HU via a drive circuit (not shown).
[0044] The main board 40 is connected to a set value switch 45. The main CPU 41 is configured to be able to input, via a port (not shown), a detection signal that is output when the set value switch 45 is operated. The set value switch 45 is provided on the back (rear) side of the front door 12, i.e., inside the machine. The set value switch 45 is configured to be operable using a predetermined key. In the following description, when it is said that "the set value switch 45 is operated," it means that the set value switch 45 is operated using a predetermined key. In this way, the set value switch 45 can be operated by opening the front door 12.
[0045] Here, we will explain the winning numbers and the role lottery table used in the internal lottery to determine a winning number from among multiple winning numbers in the lottery tables stored in the main ROM 42. The internal lottery to determine the winning number is called a "role lottery." The winning number determined in the role lottery is also called a condition device combination. For this reason, the role lottery can also be called a "condition device combination lottery." In the following explanation, "a predetermined winning number is determined in the role lottery" may be expressed as "winning the predetermined winning number in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number that was won."
[0046] The winning number is control information that defines one or more symbol combinations as symbol combinations that can be derived (displayed) in a variable game. In other words, the winning number is a condition device identifier that defines one or more roles that can result in a win in a variable game. The winning numbers include, for example, winning numbers that allow a cherry role to be won, winning numbers that allow a watermelon role to be won, winning numbers that allow a bell role to be won, and winning numbers that allow a replay role to be won. Among the winning numbers that allow a bell role to be won, there are winning numbers that allow a single-piece role to be won in addition to the bell role. The winning numbers that allow a bell role and a single-piece role to be won include winning numbers in which the operation sequence of the stop buttons to win a bell role is different from the operation sequence of the stop buttons to win a single-piece role. For example, the winning numbers that allow the winning of a bell role and a one-piece role include winning numbers that will result in the winning of a bell role when the stop button is operated in a predetermined operation sequence, and winning numbers that will result in the winning of a one-piece role when the stop button is operated in an operation sequence different from the predetermined operation sequence.
[0047] In the following explanation, when a winning number that allows a cherry role to win in the role lottery is won, it will be referred to as "when the cherry role is allowed to win." Note that when the cherry role is allowed to win, it corresponds to the result of the role lottery being "a lottery result that allows a cherry role to win." In the following explanation, when a winning number that allows a watermelon role to win in the role lottery is won, it will be referred to as "when the watermelon role is allowed to win." Note that when the watermelon role is allowed to win, it corresponds to the result of the role lottery being "a lottery result that allows a watermelon role to win." In the following explanation, when a winning number that allows a bell role to win in the role lottery is won, it will be referred to as "when the bell role is allowed to win." Note that when the bell role is allowed to win, it corresponds to the result of the role lottery being "a lottery result that allows a bell role to win." The winning numbers that allow the winning of a bell role include winning numbers that allow the winning of a bell role and a single coin role. In the following explanation, when a winning number that allows the winning of a replay role in the role lottery is won, it is referred to as "when the winning of a replay role is allowed." When the winning of a replay role is allowed, it corresponds to the result of the role lottery being "a lottery result that allows the winning of a replay role."
[0048] The main ROM 42 stores a role lottery table that is referenced for each set value. In the role lottery table, the value of a random number used in the role lottery (hereinafter referred to as a role lottery random number) for each possible winning number is allocated in a predetermined number from within a range of values that the random number can take. In the gaming machine 10, if none of the winning numbers are selected in the role lottery, that is, if the winning role is not allowed, the result of the role lottery is a "miss." If the result of the role lottery is a "miss," the symbol combination for which a prize is determined based on the result of the role lottery will not be derived on the pay line YL.
[0049] A setting display 47 is connected to the main board 40. The main CPU 41 is configured to be able to control the display contents of the setting display 47 via a drive circuit (not shown). For example, when in a setting value confirmation state, the setting display 47 displays information that can identify the set setting value (for example, a numerical value indicating the set value).
[0050] Next, the sub-board 50 will be described in detail. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a sub-control program to perform various processes (e.g., processes related to effects). The sub-ROM 52 stores the sub-control program and determination values used in various lotteries. The sub-ROM 52 stores light-emitting effect data related to the light-emitting effects of the decorative lamp 13. The sub-ROM 52 stores sound effect data related to the sound effect of the speaker 14. The sub-ROM 52 stores display effect data related to the display effect of the effect display device 15. The sub-RWM 53 is configured to be able to store various information that can be rewritten as needed during operation of the gaming machine 10. Examples of information stored in the sub-RWM 53 include flags, counters, and timers. The sub-board 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0051] The decorative lamps 13, the speaker 14, and the performance display device 15 are connected to the sub-board 50. The sub-CPU 51 is configured to be able to control the decorative lamps 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown). The selection buttons SB are connected to the sub-board 50. The main CPU 41 is configured to be able to input, via a port (not shown), the detection signals output by each of the selection buttons SBa to SBe.
[0052] Next, the power supply unit 60 will be described. The power supply unit 60 converts the power supply voltage supplied from an external power source such as an amusement facility into a predetermined power supply voltage, and then converts the converted power supply voltage into a power supply voltage to be supplied to each of the boards 40 and 50. The power supply unit 60 includes a power switch 61. The power switch 61 can be switched between an on state and an off state, and maintains the switched state. To start the gaming machine 10, power supply from the external power source is started while the power switch 61 is kept on, or the power switch 61 is switched from the off state to the on state while power is being supplied from the external power source.
[0053] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply is interrupted. By receiving power from the backup power supply 62, the main RWM 43 can retain the contents stored in the main RWM 43 at the time of power interruption, even after the power supply is interrupted. The backup power supply 62 supplies power to the secondary RWM 53 even after the power supply is interrupted. By receiving power from the backup power supply 62, the secondary RWM 53 can retain the contents stored in the secondary RWM 53 at the time of power interruption, even after the power supply is interrupted. For example, one or both of the main RWM 43 and the secondary RWM 53 may be configured to be nonvolatile memory that can retain stored contents even when the power supply is interrupted, thereby retaining stored information even after the power supply is interrupted.
[0054] The gaming machine 10 has a backup function. The backup function internally stores (backs up) various pieces of information related to game control even when the power supply from an external power source is interrupted, and when the power supply is resumed, restores game control based on the various pieces of information stored. In this embodiment, both the main board 40 and the sub-board 50 have the backup function. For example, the sub-board 50 does not need to have the backup function. The main RWM 43 is an example of a storage means capable of storing various pieces of information and configured to retain at least some of the stored information even after the power supply is interrupted. The gaming machine 10 is configured to retain at least some of the information stored in the storage means even when the power supply is interrupted.
[0055] Here, the process that is performed when the power supply is interrupted will be described. In the gaming machine 10, if the supply voltage falls below a predetermined value due to a power cutoff or the like, the main CPU 41 performs main power shutdown processing. Similarly, in the gaming machine 10, if the supply voltage falls below a predetermined value due to a power cutoff or the like, the sub-CPU 51 performs sub-power shutdown processing.
[0056] During main power shutdown processing, the main CPU 41 stores and retains in the main RWM 43 various types of information, as well as information such as registers and stack pointers, as backup information. Backup information includes, for example, information that can identify the game status. For example, by storing and retaining the stack pointer, the main CPU 41 can resume processing from where it left off when power is subsequently restored, even if power supply is interrupted during processing. The main CPU 41 also calculates a checksum for the main RWM 43 and stores the checksum in the main RWM 43. Furthermore, the main CPU 41 sets a backup flag in the main RWM 43. Thereafter, the main CPU 41 prohibits access to the main RWM 43. The main CPU 41 then performs loop processing. The main CPU 41 continues performing loop processing until power supply is interrupted. After the power supply is cut off, power is supplied from the backup power source 62 to the main RWM 43, and some or all of the information stored in the main RWM 43 when the power supply was cut off is stored and held as backup information.
[0057] During the secondary power-off process, the secondary CPU 51 stores and retains, in the secondary RWM 53, information such as registers and stack pointers as backup information in addition to various types of information stored in the secondary RWM 53. Backup information includes, for example, information that can identify the performance state. For example, by storing and retaining the stack pointer, the secondary CPU 51 can resume processing from the interrupted point when power supply is subsequently resumed, even if power supply is interrupted during processing. The secondary CPU 51 also calculates a checksum for the secondary RWM 53 and stores the checksum in the secondary RWM 53. Furthermore, the secondary CPU 51 sets a backup flag in the secondary RWM 53. Thereafter, the secondary CPU 51 prohibits access to the secondary RWM 53. The secondary CPU 51 then performs loop processing. The secondary CPU 51 performs loop processing until the power supply is interrupted. After the power supply is cut off, power is supplied from the backup power supply 62 to the secondary RWM 53, and some or all of the information stored in the secondary RWM 53 when the power supply was cut off is stored and held as backup information.
[0058] Next, the process performed when power supply is started will be described. In the gaming machine 10, when power supply is started, a main power supply restoration process is performed by the main CPU 41. Similarly, in the gaming machine 10, when power supply is started, a secondary power supply restoration process is performed by the secondary CPU 51.
[0059] In the main power restoration process, the main CPU 41 performs various settings required when power supply starts. As the various settings required when power supply starts, the main CPU 41 prohibits interrupts in interrupt processing, allows access to the storage area of the main RWM 43, and performs initial settings for peripheral devices and the watchdog timer on the main board 40. Next, the main CPU 41 determines whether the set value switch 45 has been operated. If the set value switch 45 has been operated, the main CPU 41 controls the main board 40 to a state in which the set value can be changed. Then, after the state in which the set value can be changed ends, the main CPU 41 performs main initial startup processing. On the other hand, if the set value switch 45 has not been operated, the main CPU 41 performs main restoration processing.
[0060] When the gaming machine 10 is in the setting value changeable state, the main CPU 41 changes the settable setting value by one step each time a predetermined change operation means is operated. The change operation means may be an operation means dedicated to changing the setting value. In this embodiment, the change operation means is the start lever 20. When the operation of the setting value switch 45 is completed, the main CPU 41 sets the currently selected setting value as the setting value. At this time, the main CPU 41 updates information that can identify the currently set setting value (hereinafter referred to as setting value setting information) to information that can identify the selected setting value. The setting value setting information is stored in the main RWM 43. In the gaming machine 10, the setting value is set by updating the selected setting value to the identifiable setting value setting information. After setting the setting value, the main CPU 41 performs a main initial startup process. When the gaming machine 10 is in the setting value changeable state, the main CPU 41 displays a value that can identify the selected setting value on the setting display 47.
[0061] In the main initial startup process, the main CPU 41 erases the backup information stored in the main RWM 43. Then, the main CPU 41 stores initial information in the main RWM 43 and initializes the contents stored in the main RWM 43. For example, the main CPU 41 sets initial values in the main RWM 43, such as a stack pointer. Note that at this time, the setting value information stored in the main RWM 43 is not initialized. Next, the main CPU 41 stores control information (hereinafter referred to as an initialization command) that can identify that the main initial startup process has been performed in the output buffer. Next, the main CPU 41 sets an interval timer (e.g., 4 ms) for the interrupt process and permits the interrupt process. Then, the main CPU 41 terminates the main initial startup process. Thereafter, the main CPU 41 performs interrupt processing at predetermined intervals. Note that the control information (control command) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in the next and subsequent interrupt processes. In the following description, the phrase "initialized when power supply is started" refers to the case where power supply is started and the main initial startup process is performed. In the gaming machine 10, if the main initial startup process is performed normally, the gaming machine 10 will be ready to play after the main initial startup process is performed.
[0062] In the main recovery process, the main CPU 41 determines whether a backup flag is set. If the backup flag is not set, the main CPU 41 enters a recovery error state. If the backup flag is set, the main CPU 41 calculates a checksum for the main RWM 43 and determines whether the calculated checksum matches the checksum value calculated when power supply was shut off. If the checksum calculated upon power supply start and the checksum calculated upon power supply stop do not match, the main CPU 41 enters a recovery error state. In the gaming machine 10, if a recovery error state occurs, the gaming machine 10 is not in a state where play is possible. Therefore, in the gaming machine 10, if a recovery error state occurs, the power supply is shut off again, and then the set value switch 45 is operated upon power supply start, whereby the main initial startup process is performed and the contents stored in the main RWM 43 are initialized, thereby enabling play.
[0063] If the checksum calculated when the power supply is turned on and the checksum calculated when the power supply is turned off match, the main CPU 41 performs main backup processing. In the main backup processing, the main CPU 41 restores the stack pointer to the state it had before the power supply was turned off. Next, the main CPU 41 stores control information (hereinafter referred to as a "return command") that can identify that the main return processing has been performed in the output buffer. Next, the main CPU 41 sets an interval timer (e.g., 4 ms) for the interrupt processing. Furthermore, the main CPU 41 restores the contents of the registers that were in effect when the power supply was turned off. Thereafter, the main CPU 41 restores the interrupt processing permission / prohibition (prohibition) to the state that it was in when the power supply was turned off, sets the address that was in effect before the power supply was turned off, and returns to the set address. This allows the gaming machine 10 to return to its original state based on the backup information. Then, once the return based on the backup information has been performed, the main CPU 41 terminates the main backup processing. Thereafter, the main CPU 41 performs interrupt processing at predetermined intervals. In the following description, when the phrase "power supply is restarted after being cut off" is used, it means that power supply is started and the main backup process is performed. In the gaming machine 10, if the main backup process is performed normally, the gaming machine 10 will be in a state where it is possible to play games after the main backup process is performed.
[0064] The main CPU 41 identifies the set value from the set value setting information regardless of whether the main initial startup process or the main backup process is performed. Then, the main CPU 41 stores control information (hereinafter referred to as a set value setting command) that can identify the set value in an output buffer.
[0065] In the secondary power restoration process, the secondary CPU 51 performs various settings (initial settings) required when power supply starts. After performing the initial settings, the secondary CPU 51 waits until an initialization command or a restoration command is input. The secondary CPU 51 starts up before the main CPU 41. Therefore, when the initialization command or restoration command is output from the main CPU 41, the secondary CPU 51 has already started up and is waiting for input of the initialization command or restoration command.
[0066] When an initialization command is input, the secondary CPU 51 performs secondary initial startup processing. In the secondary initial startup processing, the secondary CPU 51 erases the backup information stored in the secondary RWM 53. The secondary CPU 51 stores the initial information in the secondary RWM 53 and initializes the contents stored in the secondary RWM 53. The secondary CPU 51 then terminates the secondary initial startup processing. When the secondary initial startup processing is performed, the secondary CPU 51 controls at least one of the decorative lamp 13, the speaker 14, and the performance display device 15 to execute an initialization effect that suggests or notifies that the main initial startup processing has been performed. The initialization effect is executed until the execution time for the initialization effect has elapsed.
[0067] When a restore command is input, the secondary CPU 51 determines whether a backup flag is set. If the backup flag is not set, the secondary CPU 51 performs secondary initial startup processing. If the backup flag is set, the secondary CPU 51 calculates a checksum of the secondary RWM 53 and determines whether the calculated checksum matches the value of the checksum calculated when power supply was cut off. If the checksum calculated when power supply was started and the checksum calculated when power supply was stopped do not match, the secondary CPU 51 performs secondary initial startup processing.
[0068] If the checksum calculated when power supply is started and the checksum calculated when power supply is stopped match, the secondary CPU 51 performs secondary backup processing. In the secondary backup processing, the secondary CPU 51 restores the stack pointer to the state before power supply was cut off. Furthermore, the secondary CPU 51 restores the contents of the register when power supply was cut off. Thereafter, the secondary CPU 51 sets the address before power supply was cut off and restores to the set address. This allows the gaming machine 10 to restore based on the backup information. Then, once restoration based on the backup information has been performed, the secondary CPU 51 terminates the secondary backup processing.
[0069] Furthermore, when the secondary CPU 51 inputs a setting value setting command, it identifies a setting value that can be identified from the setting value setting command.The secondary CPU 51 then updates the secondary setting value setting information stored in the secondary RWM 53 to information that can identify the identified setting value.The secondary RWM 53 stores the secondary setting value setting information regardless of whether the secondary CPU 51 performs secondary initial startup processing or secondary backup processing.
[0070] Next, a description will be given of the processing that the main CPU 41 performs after the power supply is started and then restored. For example, the main CPU 41 performs a game progress processing. The game progress process will be described below with reference to FIG.
[0071] In the game progress processing, the main CPU 41 performs a game start setting process (step S101). In the game start setting process, the main CPU 41 stores, for example, information related to the game status of the gaming machine 10. In the game start setting process, the main CPU 41 erases or updates, for example, information in a predetermined storage area in the main RWM 43.
[0072] Next, the main CPU 41 starts accepting medals (step S102). Next, the main CPU 41 checks the game status (step S103). Subsequently, the main CPU 41 determines whether the re-game operation is in progress (step S104). The re-game operation corresponds to the time when a re-game is awarded. If the re-game operation is not in progress (step S104; NO), the main CPU 41 performs medal management processing to set the number of bets for the current variable game (step S105). When the bet number is set in step S105, the main CPU 41 stores control information (hereinafter referred to as a bet number setting command) that can identify that the bet number has been set in the output buffer. Note that the bet number that has been set can also be identified from the bet number setting command. In step S105, when the main CPU 41 inputs a detection signal from the bet button 18, it adds the bet number stored in the main RWM 43 to "3 coins," and subtracts the credits stored in the main RWM 43 by the added amount. In step S105, when the main CPU 41 receives a detection signal from the insertion sensor SE4, it increases the multiplier by 1. At this time, if the multiplier has reached "3 coins", the main CPU 41 adds 1 to the credit stored in the main RWM 43 and updates the credit. However, if the credit has reached the upper limit, the credit is not increased.
[0073] When the re-game is activated (step S104; YES), or when the processing of step S105 is completed, the main CPU 41 determines whether the bet has reached the specified game number X (step S106). In step S106, the main CPU 41 determines whether the bet has reached three coins, that is, whether the bet is three coins. That is, the specified game number X in this embodiment is three coins. Note that when the re-game is activated (step S104; YES), the main CPU 41 resets the bet for the previous variable game as the bet for the current variable game. Incidentally, even when the bet has been set, information that can identify whether the re-game is activated is stored in the main RWM 43, and therefore the main CPU 41 can identify whether the re-game is activated by referring to the information.
[0074] If the bet amount has not reached the specified game number X (step S106; NO), the main CPU 41 proceeds to the process of step S103. That is, in step S106, the main CPU 41 determines whether or not it is possible to start the execution of the variable game. On the other hand, if the bet amount has reached the specified game number X (step S106; YES), the main CPU 41 determines whether or not a start operation using the start lever 20 has been accepted (step S107).
[0075] In step S107, the main CPU 41 makes a positive determination if a detection signal is input from the start lever 20, and makes a negative determination if a detection signal is not input from the start lever 20. If a start operation has not been received (step S107; NO), the main CPU 41 proceeds to the processing of step S103. On the other hand, if a start operation has been received (step S107; YES), the main CPU 41 performs a game number subtraction process (step S108). Note that, when a start operation has been received, the main CPU 41 stores control information capable of identifying the start of a variable game (hereinafter referred to as a variable game start command) in an output buffer.
[0076] In the number-of-games-played subtraction processing, the main CPU 41 performs a first number-of-games-played subtraction processing, a second number-of-games-played subtraction processing, and a third number-of-games-played subtraction processing. In the number-of-games-played subtraction processing, the main CPU 41 performs the first number-of-games-played subtraction processing, and after completing the first number-of-games-played subtraction processing, performs the second number-of-games-played subtraction processing, and after completing the second number-of-games-played subtraction processing, performs the third number-of-games-played subtraction processing. Then, in the number-of-games-played subtraction processing, the main CPU 41 completes the third number-of-games-played subtraction processing, and then returns to the game progress processing.
[0077] In the first game number subtraction process, the main CPU 41 refers to the value of the game state flag stored in the main RWM 43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the first game number subtraction process. On the other hand, if it is the first advantageous state, the main CPU 41 updates the remaining pseudo bonus stay count stored in the main RWM 43 by subtracting 1. The remaining pseudo bonus stay count corresponds to the remaining number of variable games that can be played in the first advantageous state. Thereafter, the main CPU 41 terminates the first game number subtraction process.
[0078] In the second number of games subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the second number of games subtraction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of stays stored in the main RWM 43 by subtracting 1. The remaining number of stays corresponds to the remaining number of variable games that can be played in the second advantageous state. Thereafter, the main CPU 41 terminates the second number of games subtraction process.
[0079] In the third number-of-games-played subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is either the second normal state or an advantageous state. If it is neither the second normal state nor an advantageous state, the main CPU 41 terminates the third number-of-games-played subtraction process. On the other hand, if it is either the second normal state or an advantageous state, the main CPU 41 updates the advantageous upper limit value stored in the main RWM 43 by subtracting 1. The advantageous upper limit value is a value that remains until the condition for ending the advantageous period is met, and the condition for ending the advantageous period is met when the advantageous upper limit value reaches 0. Thereafter, the main CPU 41 terminates the third number-of-games-played subtraction process.
[0080] After completing the number-of-games subtraction process, the main CPU 41 performs a role lottery process to determine a winning number (step S109). In the role lottery process, the main CPU 41 acquires the value of a random number for role lottery. The main CPU 41 references the setting value setting information to identify the set value. The main CPU 41 then selects a role lottery table corresponding to the identified setting value and multiplication factor. The main CPU 41 performs role lottery by referencing the selected role lottery table based on the acquired value of the random number for role lottery. Specifically, the main CPU 41 determines the winning number to which the value of the acquired random number for role lottery is assigned. Note that if the value of the random number for role lottery is not assigned to a winning number that allows a symbol combination with a predetermined prize to be won, the result of the role lottery is a "lose." In this embodiment, the main CPU 41 performs the role lottery process, thereby realizing a function as a role lottery means for performing role lottery. In this embodiment, the main CPU 41 performs a role lottery as an internal lottery according to the set setting value, thereby realizing the function of an internal lottery means that performs an internal lottery according to the set setting value.
[0081] In the role lottery process, the main CPU 41 stores information capable of identifying the result of the role lottery (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 stores control information capable of identifying the result of the role lottery (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 ends the role lottery process and returns to the game progress process.
[0082] In the advantageous lottery processing of step S110, the main CPU 41 performs advantageous zone transition lottery processing, first advantageous transition lottery processing, second advantageous transition lottery processing, ceiling determination processing, and additional lottery processing. In the advantageous lottery processing, the main CPU 41 performs advantageous zone transition lottery processing, performs the first advantageous transition lottery processing after completing the advantageous zone transition lottery processing, and performs the second advantageous transition lottery processing after completing the first advantageous transition lottery processing. Furthermore, in the advantageous lottery processing, the main CPU 41 performs ceiling determination processing after completing the second advantageous transition lottery processing, and performs additional lottery processing after completing the ceiling determination processing. Then, in the advantageous lottery processing, the main CPU 41 completes the additional lottery processing and then returns to the game progress processing.
[0083] In the advantageous zone transition lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the first normal state. If the game state is not the first normal state, the main CPU 41 terminates the advantageous zone transition lottery process. On the other hand, if the game state is the first normal state, the main CPU 41 performs an advantageous zone transition lottery based on the results of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main board 40 and, based on the acquired random number value, references a predetermined lottery table to perform an advantageous zone transition lottery that can determine a transition to an advantageous zone. The probability of a transition to an advantageous zone being determined in the advantageous zone transition lottery varies depending on the set value and the result of the role lottery. For example, in the gaming machine 10, when the lottery results of the role lottery are the same, the probability of a transition to an advantageous zone being determined is highest in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6." The probability of determining a transition to an advantageous zone in the advantageous zone transition lottery may be configured to vary depending on either the set value or the result of the role lottery. Also, if a transition to an advantageous zone is not determined in the advantageous zone transition lottery, the main CPU 41 terminates the advantageous zone transition lottery process. On the other hand, if a transition to an advantageous zone is determined in the advantageous zone transition lottery, the main CPU 41 stores advantageous transition permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as an advantageous permission command) that can identify that a transition to an advantageous performance state has been determined in the output buffer, and terminates the advantageous transition lottery process.
[0084] In the first advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If it is not the second normal state or the second advantageous state, the main CPU 41 terminates the first advantageous transition lottery process. On the other hand, if it is the second normal state or the second advantageous state, the main CPU 41 conducts a first advantageous transition lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and conducts a first advantageous transition lottery that can determine a transition to the first advantageous state. The probability of determining a transition to the first advantageous state in the first advantageous transition lottery varies depending on the set value that has been set and the lottery result of the role lottery. For example, in the gaming machine 10, when the lottery results of the role lottery are the same, the probability of determining a transition to the first advantageous state increases in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6." Note that the probability of determining a transition to the first advantageous state in the first advantageous transition lottery may be configured to differ depending on either the set setting value or the lottery result of the role lottery. Also, the probability of determining a transition to the first advantageous state in the first advantageous transition lottery differs between the second normal state and the second advantageous state. Specifically, the probability of determining a transition to the first advantageous state in the first advantageous transition lottery when in the second advantageous state is higher than the probability of determining a transition to the first advantageous state in the first advantageous transition lottery when in the second normal state. If a transition to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 terminates the first advantageous transition lottery processing. On the other hand, if a transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores first advantageous acceptance information that can identify that a transition to the first advantageous state has been determined in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to the first advantageous state has been determined (hereinafter referred to as a first advantageous acceptance command) in the output buffer, and ends the first advantageous transition lottery process.
[0085] In the second advantageous transition lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the first advantageous state. If the current game state is not the first advantageous state, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if the current game state is the first advantageous state, the main CPU 41 determines whether second advantageous acceptance information, which can identify that a transition to the second advantageous state has been determined, is stored in the main RWM 43. If the second advantageous acceptance information is stored, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if the second advantageous acceptance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the result of the role lottery. For example, the main CPU 41 acquires the value of a random number generated within the main board 40 and, based on the acquired random number, references a predetermined lottery table to perform a second advantageous transition lottery that can determine a transition to the second advantageous state. The probability of determining a transition to the second advantageous state in the second advantageous transition lottery varies depending on the set value and the result of the role lottery. For example, in the gaming machine 10, when the lottery results of the role lottery are the same, the probability of determining a transition to the second advantageous state increases in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6." Note that the probability of determining a transition to the second advantageous state in the second advantageous transition lottery may be configured to vary depending on either the set setting value or the lottery result of the role lottery. If a transition to the second advantageous state is not determined in the second advantageous transition lottery, the main CPU 41 terminates the second advantageous transition lottery processing. On the other hand, if a transition to the second advantageous state is determined in the second advantageous transition lottery, the main CPU 41 stores second advantageous acceptance information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the second advantageous acceptance command) capable of identifying that a transition to the second advantageous state has been determined in the output buffer, and terminates the second advantageous transition lottery processing.
[0086] In the ceiling determination process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the second normal state. If the game state is not the second normal state, the main CPU 41 terminates the ceiling determination process. On the other hand, if the game state is the second normal state, the main CPU 41 adds 1 to the normal execution count stored in the main RWM 43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled by an advantageous state. The main CPU 41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM 43. If the normal execution count has not reached the ceiling count, the main CPU 41 terminates the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU 41 stores the first advantageous acceptance information in the main RWM 43. Furthermore, the main CPU 41 stores the first advantageous acceptance command in the output buffer and terminates the ceiling determination process.
[0087] In the bonus lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the second advantageous state. If the game state is not the second advantageous state, the main CPU 41 terminates the bonus lottery process. On the other hand, if the game state is the second advantageous state, the main CPU 41 performs a bonus lottery based on the results of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main board 40, and references a predetermined lottery table based on the acquired random number value to perform a bonus lottery to determine whether or not to perform a bonus depending on the acquired random number value. In this embodiment, if it is decided to perform a bonus, the number of bonuses to be performed (the so-called bonus number) is also determined. "Bonus" here refers to increasing the remaining number of stays, which corresponds to the remaining number of variable games that can be performed in the second advantageous state, i.e., extending the period controlled in the second advantageous state. The "number of bonuses" corresponds to the number of times the remaining number of stays is increased, i.e., the number of times added to the remaining number of stays. However, if the remaining number of stays stored in the main RWM 43 exceeds the advantageous upper limit value stored in the main RWM 43, the main CPU 41 does not conduct an add-on lottery in the add-on lottery process and terminates the add-on lottery process. If it is decided to add on in the add-on lottery, the main CPU 41 adds the decided add-on number to the remaining number of stays and updates the remaining number of stays. Furthermore, the main CPU 41 stores control information capable of identifying the number of add-on times (hereinafter referred to as an add-on number command) in the output buffer and terminates the add-on lottery process.
[0088] Upon completion of the advantageous lottery process, the main CPU 41 performs a command information determination process (step S111). In the command information determination process, if the player is in an advantageous state and has won a winning number that allows the winning of a bell role and a single-piece role in the role lottery, the main CPU 41 determines a command number corresponding to the operation sequence for winning the bell role. The main CPU 41 also stores control information (hereinafter referred to as a command information command) that can identify the determined command information in the output buffer, terminates the command information determination process, and returns to the game progress process. The command information displayed on the payout display unit in this embodiment includes command information corresponding to each operation sequence (press order) of the stop buttons. In addition, in the command information determination process, the main CPU 41 references the value of the game status flag to identify the current game status.
[0089] Upon completion of the instruction information determination process, the main CPU 41 performs instruction information display process (step S112). When instruction information is determined in the instruction information determination process, the main CPU 41 controls the payout display unit so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit so that the instruction information is displayed until the variable game ends. Note that, when instruction information is not determined in the instruction information determination process, the main CPU 41 ends the instruction information display process and returns to the game progress process.
[0090] After completing the instruction information display process, the main CPU 41 determines whether the wait time has elapsed (step S113). If the wait time has not elapsed (step S113; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S113; YES), the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S114). In the gaming machine 10, a variable game is started by starting the rotation of the reels 16a to 16c in step S114. Incidentally, in the gaming machine 10, rotation control is performed in the interrupt process to accelerate and maintain the rotation of the reels 16a to 16c. When the rotation speed of the reels 16a to 16c reaches a constant speed, the rotation speed of the reels 16a to 16c is maintained at the constant speed. In step S114, the main CPU 41 starts the rotation of all of the reels 16a to 16c simultaneously or approximately simultaneously. For example, in step S114, the main CPU 41 may determine the order in which the rotation of the reels 16a to 16c will start, and start the rotation of the reels 16a to 16c in the determined order. In this case, for example, the order in which the rotation of the reels 16a to 16c will start may be determined from a plurality of orders, or may be a single predetermined order.
[0091] Next, the main CPU 41 determines whether the speed at which the reels 16a to 16c rotate has reached a constant speed (step S115). If the speed at which the reels 16a to 16c rotate has not reached the constant speed (step S115; NO), the main CPU 41 waits until the speed at which the reels 16a to 16c rotate has reached the constant speed. If the speed at which the reels 16a to 16c rotate has reached the constant speed (step S115; YES), the main CPU 41 determines whether a stop operation has been received from any of the stop buttons 21 to 23 (step S116). In step S116, the main CPU 41 makes a positive determination if a detection signal has been input from any of the stop buttons 21 to 23, but makes a negative determination if a detection signal has not been input from any of the stop buttons 21 to 23. If a stop operation has not been received (step S116; NO), the main CPU 41 proceeds to the processing of step S115. As a result, the main CPU 41 waits until it receives a stop operation when the reels 16a to 16c are rotating at a constant speed.
[0092] On the other hand, if a stop operation is received (step S116; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S117). That is, the main CPU 41 controls the actuator in response to the stop operation to stop the symbols on the reel corresponding to the stop operation. More specifically, the main CPU 41 searches for symbols that can be stopped on the pay line YL from among symbols located within a predetermined pull-in range (e.g., four symbols) based on the result of the winning combination lottery and the operation mode (operation sequence and operation timing) of the stop buttons 21-23. The main CPU 41 then controls the actuator so that the searched symbols are stopped on the pay line YL. By performing this reel stop control for the stop operation of the reels 16a-16c, the main CPU 41 stops the symbol combination corresponding to the winning number and the operation mode of the stop buttons on the pay line YL. In step S117, when the main CPU 41 receives a detection signal from one of the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) capable of identifying the stop button that received the detection signal in the output buffer.
[0093] Next, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S118). If some of the reels 16a to 16c have not stopped (step S118; NO), the main CPU 41 proceeds to the process of step S115. On the other hand, if all of the reels 16a to 16c have stopped (step S118; YES), the main CPU 41 performs a display symbol determination process to determine the symbol combination stopped on the pay line YL (step S119). In the display symbol determination process, the main CPU 41 determines whether a symbol combination (combination) that determines a prize has stopped on the pay line YL, and if a symbol combination (combination) that determines a prize has stopped on the pay line YL, determines the type of the symbol combination. Then, if a symbol combination that determines a prize has stopped, that is, if a prize has been won, the main CPU 41 stores control information (hereinafter referred to as a winning command) that can identify the winning combination in the output buffer. In step S119, if a symbol combination that is determined to be a replay as a prize is stopped on the active line YL, the main CPU 41 sets the bet amount set in the current variable game as the bet amount again and activates the replay. As a result, the replay is awarded as a prize.
[0094] Next, the main CPU 41 determines whether to pay medals to the player (step S120). In step S120, the main CPU 41 makes a positive determination if a payout role has been achieved, and a negative determination if a payout role has not been achieved. If medals are to be paid out (step S120; YES), the main CPU 41 executes a medal payout process (step S121). In the medal payout process, the main CPU 41 increases the credits stored in the main RWM 43 by the number of medals to be paid out. If the credits exceed the upper limit, the main CPU 41 controls the hopper unit HU so that medals exceeding the upper limit are paid out. In the medal payout process, the main CPU 41 controls the payout display unit so that the number of medals to be paid out when a win occurs is displayed. Incidentally, if a symbol combination for which no prize is determined (for example, a losing symbol) is stopped on the active line YL, no prize is awarded.
[0095] If medals are not to be paid out (step S120; NO), or if the medal payout process has ended, the main CPU 41 performs an end process to end one round of the variable game (step S122). In the end process, the main CPU 41 stores control information capable of specifying the end of the variable game (hereinafter referred to as the variable game end command) in the output buffer. In this embodiment, the variable game end command is control information capable of specifying whether or not a prize has been won, and the winning combination. In the end process, the main CPU 41 performs a specified achievement count process, an acquired medal count process, a game state transition process, and a presentation state transition process.
[0096] First, the specification achievement counting process will be described. In the specified achievement counting process, the main CPU 41 may update the post-power-recovery acquired number information, which relates to the increased number of gaming media paid out since the power supply was started. The post-power-recovery acquired number information is stored in the main RWM 43. For example, the main CPU 41 reflects the value obtained by subtracting the number of medals consumed in executing the variable game (multiplier) from the number of medals paid out in the post-power-recovery acquired number information, thereby updating the post-power-recovery acquired number information. For example, if a bell role is won in a variable game executed with a multiplier set to "3," "12 medals (= 15 medals - 3 medals)" is added to the post-power-recovery acquired number information. If a single medal role is won in a variable game executed with a multiplier set to "3," "-2 medals (= 1 medal - 3 medals)" is added to the post-power-recovery acquired number information. In other words, "2" is subtracted from the post-power-recovery acquired number information. Incidentally, if a replay role is won, the main CPU 41 does not update the post-power-recovery acquired number information. If the updated post-power-recovery acquired number information falls below 0, the main CPU 41 sets the post-power-recovery acquired number information to "0" and updates the post-power-recovery acquired number information. In this embodiment, the post-power-recovery acquired number information can be considered the number of medals acquired after increasing from a reference value of 0 and then not decreasing back to the reference value.
[0097] When the main CPU 41 updates the post-power recovery acquired number information, it stores control information (hereinafter referred to as the post-power recovery acquired number command) that can identify the updated post-power recovery acquired number information in the output buffer. If the value that can be identified from the updated post-power recovery acquired number information reaches a specified value, the main CPU 41 performs the progress disable processing described below. However, if the value that can be identified from the updated post-power recovery acquired number information does not reach the specified value, the main CPU 41 does not perform the progress disable processing. When the progress disable processing is to be performed when the post-power recovery acquired number information reaches the specified value, the main CPU 41 stores control information (hereinafter referred to as the play disable command) that can identify that the progress disable processing will be performed when the post-power recovery acquired number information reaches the specified value in the output buffer. Note that the specific control in the progress disable processing will be explained later.
[0098] In the gaming machine 10, the "predetermined value" here is set to "19000." Therefore, in the gaming machine 10, when the number of coins acquired after power restoration information reaches "19000," a process to disable progress is performed. Incidentally, the number of coins acquired after power restoration information is one of the pieces of information that is not stored and maintained after the power supply is cut off. Therefore, the number of coins acquired after power restoration information will be erased if the power supply is cut off. For example, the number of coins acquired after power restoration information may be configured to be initialized, such as by setting it to 0, when the power supply is started. Note that the number of coins acquired after power restoration information may be stored and maintained even after the power supply is cut off.
[0099] Next, the acquired coin counting process will be described. In the acquired coin counting process, when the game is in either the second normal state or the advantageous state, the main CPU 41 may update advantageous zone acquisition information, which can identify the number of game media awarded when the game is in an advantageous zone, based on the results of the display symbol determination process. The advantageous zone acquisition information is stored in the main RWM 43. For example, the main CPU 41 reflects the value obtained by subtracting the number of medals consumed in executing the variable game (multiplication factor) from the number of medals paid out in the advantageous zone acquisition information, and updates the advantageous zone acquisition information. For example, if a bell role is won in a variable game executed with a multiplication factor set to "3," "12 coins (= 15 coins - 3 coins)" is added to the advantageous zone acquisition information. If a single-coin role is won in a variable game executed with a multiplication factor set to "3," "-2 coins (= 1 coin - 3 coins)" is added to the advantageous zone acquisition information. In other words, "2" is subtracted from the game zone acquisition information at this time. Incidentally, if a replay role is won, the main CPU 41 does not update the advantageous zone acquisition information. If the updated advantageous zone acquisition information is below 0, the main CPU 41 sets the advantageous zone acquisition information to "0" and updates the advantageous zone acquisition information. The advantageous zone acquisition information is updated to "0" and initialized when control is placed in the first normal state. Specifically, the advantageous zone acquisition information is initialized when the first variable game is executed after control is placed in the first normal state.
[0100] In the acquired number counting process, when the main CPU 41 is in an advantageous state, the main CPU 41 may update the first-period acquisition information, which can identify the number of game media awarded when the advantageous state is reached, based on the results of the display symbol determination process. The first-period acquisition information is stored in the main RWM 43. For example, as with the advantageous zone acquisition information, the main CPU 41 reflects in the first-period acquisition information a value obtained by subtracting the number of medals consumed in executing the variable game (multiplier) from the number of medals paid out, and updates the first-period acquisition information. Note that if the updated first-period acquisition information is below 0, the main CPU 41 sets the first-period acquisition information to "0" and updates the first-period acquisition information. The first-period acquisition information is updated to "0" and initialized when the game is controlled to the first normal state. Specifically, the first-period acquisition information is initialized when the first variable game is executed after the game is controlled to the first normal state.
[0101] In the acquired coin counting process, when the first advantageous state is reached, the main CPU 41 may update the second-period acquisition information, which can identify the number of game media awarded during the first advantageous state, based on the results of the display symbol determination process. The second-period acquisition information is stored in the main RWM 43. For example, as with the advantageous zone acquisition information and the first-period acquisition information, the main CPU 41 reflects in the second-period acquisition information a value obtained by subtracting the number of medals consumed in executing the variable game (multiplication factor) from the number of medals paid out, and updates the second-period acquisition information. Note that if the updated second-period acquisition information falls below 0, the main CPU 41 sets the second-period acquisition information to "0" and updates the second-period acquisition information. The second-period acquisition information is updated and initialized to "0" when the game is controlled to the first normal state or the second advantageous state. Specifically, the second-period acquisition information is initialized when the first variable game is executed after control is established to the first normal state or the second advantageous state.
[0102] Next, the game state transition process will be described. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 refers to the game state flag to identify the current game state. The main CPU 41 identifies the winning combination based on the result of the display symbol determination process (step S119). When the main CPU 41 updates the value of the game state flag, it stores control information (hereinafter referred to as a game state designation command) instructing the game state that can be identified from the updated value in the output buffer.
[0103] Specifically, in the game state transition process, if advantageous transition permission information is stored in the main RWM 43 during the first normal state, that is, if a transition to an advantageous zone is determined, the main CPU 41 sets a value that can identify the second normal state to the game state flag. The main CPU 41 also determines the ceiling number of times and stores the determined ceiling number of times in the main RWM 43. For example, the main CPU 41 determines the ceiling number of times from among the numbers less than "1500 times," which corresponds to the upper limit number of stays, based on the lottery probability according to the set value. Furthermore, the main CPU 41 erases the advantageous transition permission information stored in the main RWM 43.
[0104] Furthermore, if the first advantageous allowance information is stored in the main RWM 43 when the second normal state or the second advantageous state is in effect, that is, if a transition to the first advantageous state is determined, the main CPU 41 sets a value that can identify the first advantageous state to the gaming state flag. Furthermore, the main CPU 41 stores "30 times" in the main RWM 43 as the remaining number of pseudo bonus stays. Furthermore, the main CPU 41 erases the first advantageous allowance information stored in the main RWM 43.
[0105] Furthermore, when the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, i.e., when the first advantageous state ends, when second advantageous allowance information is stored, or when the remaining number of stays is 1 or more, the main CPU 41 sets the gaming state flag to a value that can identify the second advantageous state. Here, when second advantageous allowance information is stored, this corresponds to a case where a transition to the second advantageous state is determined by lottery when a transition from the second normal state to the first advantageous state occurs. Here, when the remaining number of stays is 1 or more corresponds to a transition from the second advantageous state to the first advantageous state. Furthermore, the main CPU 41 adds "50 times" to the remaining number of stays stored in the main RWM 43 to update the remaining number of stays. Therefore, when a transition from the second advantageous state to the first advantageous state occurs, and the first advantageous state ends and a transition to the second advantageous state occurs again, an additional "50 times" is added. Furthermore, if the second advantageous allowance information is stored, the main CPU 41 erases the second advantageous allowance information stored in the main RWM 43. On the other hand, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state if the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more. Thus, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, and the second advantageous allowance information is stored or the remaining number of stays is 1 or more, the transition condition is met. On the other hand, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, and the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the transition condition is not met.
[0106] Furthermore, when the remaining number of stays stored in the main RWM 43 reaches 0 while in the second advantageous state, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. Additionally, when the advantageous upper limit value stored in the main RWM 43 reaches 0 while in the second normal state and advantageous state, that is, when the end condition of the advantageous zone is met, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. Similarly, when the advantageous zone acquisition information stored in the main RWM 43 reaches 2400 while in the second normal state and advantageous state, that is, when the end condition of the advantageous zone is met, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. When the end condition of the advantageous zone is met and any of the advantageous transition permission information, first advantageous permission information, and second advantageous permission information is stored in the main RWM 43, the main CPU 41 erases that information. In this way, in this embodiment, the main CPU 41 performs gaming state transition processing, thereby realizing the function of a gaming state control means that controls the gaming state.
[0107] Next, the presentation state transition process will be described. In the presentation state transition process, the main CPU 41 updates the value of the presentation state flag and transitions the presentation state. The main CPU 41 references the presentation state flag to identify the current presentation state. In the presentation state transition process, if the game state flag is set to a value that can identify the first normal state or the second normal state, the main CPU 41 sets the presentation state flag to a value that can identify the normal presentation state. Also, if the game state flag is set to a value that can identify the first advantageous state, the main CPU 41 sets the presentation state flag to a value that can identify the pseudo-bonus presentation state. If the game state flag is set to a value that can identify the second advantageous state, the main CPU 41 sets the presentation state flag to a value that can identify the advantageous presentation state. In this way, in this embodiment, the main CPU 41 performs the presentation state transition process, thereby realizing a function as a presentation state control means that controls the presentation state.
[0108] Furthermore, when the termination process is completed in the game progress process, the main CPU 41 ends the game progress process for the execution of one variable game, and returns to the process of step S101 again. As described above, in the gaming machine 10, the start operation triggers the start of rotation of all reels, and the stop operation triggers the stop of rotation of the reels. The game progress process corresponds to control related to the execution of the variable game and to control related to the progress of the game.
[0109] Next, the setting value confirmation process performed by the main CPU 41 as control related to the setting value confirmation state will be described. The setting value confirmation process is one of the interrupt processes. For example, a portion of the period in the game progress process is a period during which the interruption of the setting value confirmation process is permitted. For example, the period from when the processing of step S101 is performed in the game progress process until the determination result of step S107 becomes positive is a period during which the interruption of the setting value confirmation process is permitted. In addition, at least a portion of the period during which the progress prohibition process described below is performed is a period during which the interruption of the setting value confirmation process is permitted.
[0110] In the setting value confirmation process, the main CPU 41 determines whether the setting value switch 45 has been operated. If the setting value switch 45 has not been operated, the main CPU 41 terminates the setting value confirmation process. On the other hand, if the setting value switch 45 has been operated, the main CPU 41 controls the gaming machine 10 to enter the setting value confirmation state. When controlling the gaming machine 10 to enter the setting value confirmation state, the main CPU 41 references the setting value setting information stored in the main RWM 43 and identifies the currently set setting value. The main CPU 41 then controls the setting indicator 47 to display a value that identifies the identified setting value, i.e., a value that identifies the currently set setting value. In the gaming machine 10, the setting value confirmation state is a state in which a value that identifies the currently set setting value is displayed on the setting indicator 47. In other words, the main CPU 41 controls the gaming machine 10 to enter the setting value confirmation state by controlling the setting indicator 47 to display a value that identifies the currently set setting value. Furthermore, when the operation of the setting value switch 45 is terminated, the main CPU 41 terminates the setting value confirmation process.
[0111] When the operation of the setting value switch 45 triggers control to the setting value confirmation state, i.e., when the setting value confirmation state starts, the main CPU 41 stores control information (hereinafter referred to as a confirmation state start command) that can identify that control has been made to the setting value confirmation state. When the operation of the setting value switch 45 ends after outputting the confirmation state start command, i.e., when the setting value confirmation state ends, the main CPU 41 stores control information (hereinafter referred to as a confirmation state end command) that can identify that the setting value confirmation state has ended in the output buffer.
[0112] Next, we will explain the door open detection process performed by the main CPU 41 as a control related to the detection of a door open error. The door open detection process is one of the interrupt processes. For example, the period during which the game progress process is being performed is the period during which the door open detection process is allowed to be interrupted. In addition, at least a portion of the period during which the progress disable process described below is being performed is the period during which the door open detection process is allowed to be interrupted.
[0113] In the door open detection process, the main CPU 41 determines whether the door open sensor SEa detected that the front door 12 was open in the previous door open detection process. Specifically, the main RWM 43 stores information (hereinafter referred to as previous open / close information) that can identify whether the front door 12 was opened by the door open sensor SEa in the previous door open detection process. The main CPU 41 refers to the previous open / close information and determines whether the door open sensor SEa detected that the front door 12 was open in the previous door open detection process.
[0114] If it is determined that the front door 12 was not opened by the door open sensor SEa in the previous door open detection process, the main CPU 41 determines whether a detection signal from the door open sensor SEa has been input. If a detection signal from the door open sensor SEa has been input, the main CPU 41 stores control information (hereinafter referred to as a door open error command) capable of specifying that a door open error has occurred in the output buffer. Furthermore, the main CPU 41 updates the previous open / close information to specify that the front door 12 was opened by the door open sensor SEa in the previous door open detection process, and ends the door open detection process. On the other hand, if a detection signal from the door open sensor SEa has not been input, the main CPU 41 updates the previous open / close information to specify that the front door 12 was not opened by the door open sensor SEa in the previous door open detection process, and ends the door open detection process.
[0115] If it is determined that the front door 12 was opened by the door open sensor SEa in the previous door open detection process, the main CPU 41 determines whether a detection signal from the door open sensor SEa has been input. If a detection signal from the door open sensor SEa has been input, the main CPU 41 updates the previous open / close information to identify that the front door 12 was opened by the door open sensor SEa in the previous door open detection process, and ends the door open detection process. On the other hand, if a detection signal from the door open sensor SEa has not been input, the main CPU 41 stores control information (hereinafter referred to as a door close command) in the output buffer to identify that the door open error has been resolved. Furthermore, the main CPU 41 updates the previous open / close information to identify that the front door 12 was not opened by the door open sensor SEa in the previous door open detection process, and ends the door open detection process.
[0116] The gaming machine 10 is configured to be able to execute control for detecting a door open error as a specific error by executing a door open detection process. In this embodiment, the main CPU 41 executes the door open detection process, thereby realizing a function as specific error detection control means capable of executing specific error detection control for detecting a specific error.
[0117] Next, the settlement process will be described. The settlement process is one of the interrupt processes. For example, a part of the period of the game progress process is a period during which the settlement process is allowed to be interrupted. For example, the period from when the processing of step S101 is performed in the game progress process until the determination result of step S107 becomes positive is a period during which the settlement process is allowed to be interrupted. In addition, at least a part of the period during which the progress disablement process described below is performed is a period during which the settlement process is allowed to be interrupted.
[0118] In the settlement process, the main CPU 41 determines whether the settlement conditions have been met. The settlement conditions are met when the settlement button 19 is operated and the credits are 1 or more. In addition, even if the credits are 0, the settlement conditions are met when the settlement button 19 is operated, replay is not activated, and a bet number is set. Incidentally, the main CPU 41 can identify that the settlement button 19 has been operated by inputting a detection signal from the settlement button 19.
[0119] If the settlement condition is not met, the main CPU 41 terminates the settlement process. On the other hand, if the settlement condition is met, the main CPU 41 executes settlement control related to the settlement of gaming media. For example, when the credit stored in the main RWM 43 is 1 or more, the main CPU 41 controls the hopper unit HU to pay out (settle) the number of medals stored as the credit, thereby executing settlement control. For example, when replay is not in operation and the multiplier is 1 or more, the main CPU 41 controls the hopper unit HU to pay out the number of medals set as the multiplier, thereby executing settlement control. However, when replay is in operation, the main CPU 41 does not control the hopper unit HU to pay out the number of medals set as the multiplier. However, when the credit is 1 or more, the main CPU 41 controls the hopper unit HU to pay out only the number of medals stored as the credit, thereby executing settlement control. In this way, when replay is in operation, settlement of the number of medals set as the multiplier is not performed. When the main CPU 41 starts settlement control, it stores control information (hereinafter referred to as a settlement start command) that can identify that settlement control has started in the output buffer. When the settlement control ends, the main CPU 41 ends the settlement process after a predetermined waiting time has elapsed. When the main CPU 41 ends settlement control, it stores control information (hereinafter referred to as a settlement end command) that can identify that settlement control has ended in the output buffer.
[0120] Next, the progress impossibility process will be described with reference to FIG. In the progress disable processing, the main CPU 41 prohibits various interrupt processes (step S201). Subsequently, the main CPU 41 allows an interruption of the settlement process (step S202). The main CPU 41 allows an interruption of the setting value confirmation process (step S203). The main CPU 41 allows an interruption of the door open detection process (step S204). After completing the processing of step S204, the main CPU 41 prohibits an interruption of the settlement process (step S205). The main CPU 41 prohibits an interruption of the setting value confirmation process (step S206). The main CPU 41 prohibits an interruption of the door open detection process (step S207). Then, upon completing the processing of step S207, the main CPU 41 returns to the processing of step S202 again.
[0121] In the gaming machine 10, when the progress disable processing is executed, the processing of steps S202 to S207 is repeated. When the processing of steps S202 to S207 is repeated in the progress disable processing, the game progress processing is not performed, and the game becomes a progress disable state in which progress is disabled. The progress disable state is also called a game progress disable state or a game disable state. In the gaming machine 10, in order to end the progress disable state, it is necessary to at least cut off the power supply. Specifically, in order to end the progress disable state in the gaming machine 10, after cutting off the power supply, the set value switch 45 must be operated when starting the power supply so that the stored contents of the main RWM 43 are initialized, otherwise the progress disable state will occur again.
[0122] In the progress-disabling process, when control information is stored in the output buffer, the control information stored in the output buffer is output by an interrupt process that outputs control information to the secondary CPU 51. In other words, although not shown, in the progress-disabling process, even after various interrupt processes have been prohibited in step S201, the interrupt process that outputs the control information stored in the output buffer is permitted, and the interrupt process can be executed.
[0123] As described above, the gaming machine 10 can be controlled to a non-progression state in which game progress is impossible. In this embodiment, the main CPU 41 executes the non-progression process, thereby realizing the function of a non-progression control means capable of controlling the game to a non-progression state. As described above, the gaming machine 10 executes the non-progression process when a value identifiable from the post-power-recovery acquired number information reaches a specified value. Therefore, in this embodiment, a special condition is established when a value identifiable from the post-power-recovery acquired number information reaches the specified value. The post-power-recovery acquired number information may change due to medals being awarded, thereby reaching the specified value. In other words, in the gaming machine 10, the post-power-recovery acquired number information may reach the specified value as medals are awarded. In other words, the special condition may be established as gaming media are awarded.
[0124] Next, the process performed by the secondary CPU 51 after power supply is started and then restored will be described. When the sub-CPU 51 inputs a game status command, it updates the game status information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game status information to indicate a game status that can be specified from the game status command. Also, when the sub-CPU 51 inputs a presentation status command, it updates the presentation status information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the presentation status information to indicate a presentation status that can be specified from the presentation status command.
[0125] When the sub-CPU 51 inputs a multiplier setting command, it controls to a presentation state that can be specified from the presentation state information. Incidentally, when the sub-CPU 51 inputs a variable game start command after a re-play role is won, it controls to a presentation state that can be specified from the presentation state information. Specifically, when the type of presentation state that can be specified from the presentation state information is changed, the sub-CPU 51 controls to the presentation state after the change. On the other hand, when the type of presentation state that can be specified from the presentation state information is not changed, the sub-CPU 51 continues to control to the presentation state that is currently being controlled.
[0126] When the instruction information command is input, the sub-CPU 51 performs push order navigation effect processing, which executes a navigation effect that suggests or notifies the player of the push order. The sub-CPU 51 executes push order navigation effect processing based on the winning number that can be identified from the win information command and the instruction information that can be identified from the instruction information command. In the push order navigation effect processing, the sub-CPU 51 controls the effect display device 15 so that a navigation effect based on the instruction information that can be identified from the instruction information command is executed. For example, when executing a navigation effect that suggests or notifies the player of the fourth push order, the sub-CPU 51 may execute a navigation effect in which, from the left, a navigation image including a "3," a navigation image including a "1," and a navigation image including a "2" are displayed in the area above the stop buttons 21 to 23 on the effect display device 15. The sub-CPU 51 controls the effect display device 15 so that the navigation effect is executed until all of the reels 16a to 16c have stopped spinning.
[0127] Incidentally, when the sub-CPU 51 is executing a navigation effect based on instruction information identifiable from the instruction information command, if the stop buttons are pressed in a different order from the order suggested or indicated in the navigation effect, the sub-CPU 51 terminates the navigation effect and stops the execution of the navigation effect. For example, in the gaming machine 10, when a navigation effect suggesting or indicating the fourth button press sequence is being executed, if a stop button 21 or 23 other than the stop button 22 is pressed the first time, the navigation effect ends. Similarly, in the gaming machine 10, when a navigation effect suggesting or indicating the fourth button press sequence is being executed, if the stop button 22 is pressed the first time but the stop button 21 is pressed the second time, the navigation effect ends. Note that in the gaming machine 10, even if the execution of the navigation effect on the effect display device 15 is stopped, the display of instruction information on the payout display unit 37 continues.
[0128] When the sub-CPU 51 inputs an add-on number command, the sub-CPU 51 performs add-on performance processing. On the other hand, when the add-on number command is not input, the sub-CPU 51 does not perform add-on performance processing. In the add-on performance processing, the sub-CPU 51 identifies the number of add-on times from the input add-on number command, and controls the performance display device 15 so that an add-on performance that notifies the number of add-on times is executed.
[0129] When the sub-CPU 51 inputs a winning command, it may execute an effect corresponding to the winning role that can be identified from the winning command. For example, when the sub-CPU 51 inputs a winning command that can identify that a bell role has been won, it controls the decorative lamp 13 to emit yellow light and controls the effect display device 15 to display an image that resembles a bell. For example, when the sub-CPU 51 inputs a winning command that can identify that a replay role has been won, it controls the decorative lamp 13 to emit blue light and controls the effect display device 15 to display an image that can identify that a replay role has been won.
[0130] Next, the control relating to the volume adjustment will be described. The sub-RWM 53 stores information (hereinafter referred to as volume information) that can identify a volume level that has been set among levels that can be set as the volume. The sub-CPU 51 controls the speaker 14 so that sound effects are executed at a volume level that can be identified from the volume information. For example, the sub-CPU 51 controls the speaker 14 so that background sound is output at a volume level that can be identified from the volume information.
[0131] In a situation where the volume can be adjusted, if the secondary CPU 51 receives a detection signal from the up button SBa and the volume level identifiable from the volume information has not reached the upper limit, it increases the volume level by one and updates the volume information to identify the volume level after the increase. Similarly, in a situation where the volume can be adjusted, if the secondary CPU 51 receives a detection signal from the down button SBc and the volume level identifiable from the volume information has not reached the lower limit, it decreases the volume level by one and updates the volume information to identify the volume level after the decrease.
[0132] Next, the control relating to the adjustment of the brightness will be described. The sub-RWM 53 stores information (hereinafter referred to as brightness information) that can identify a brightness level that has been set among levels that can be set as brightness. The sub-CPU 51 controls the decorative lamp 13 so that a light-emitting effect is performed at a brightness level that can be identified from the brightness information.
[0133] In a situation where the brightness is adjustable, if the sub-CPU 51 receives a detection signal from the right button SBb and the brightness level identifiable from the brightness information has not reached the upper limit, it increases the brightness level by one and updates the brightness information to identify the increased brightness level. Similarly, in a situation where the brightness is adjustable, if the sub-CPU 51 receives a detection signal from the left button SBd and the brightness level identifiable from the brightness information has not reached the lower limit, it decreases the brightness level by one and updates the brightness information to identify the decreased brightness level.
[0134] In the gaming machine 10, the situations in which the volume can be adjusted do not include situations in which the gaming machine 10 is controlled to a setting value changeable state. In other words, when the gaming machine 10 is controlled to a setting value changeable state, the volume cannot be adjusted even by operating the buttons SBa and SBc. In the gaming machine 10, the situations in which the volume can be adjusted do not include situations in which the gaming machine 10 is controlled to a setting value confirmation state. In other words, when the gaming machine 10 is controlled to a setting value confirmation state, the volume cannot be adjusted even by operating the buttons SBa and SBc. In the gaming machine 10, the situations in which the volume can be adjusted do not include situations in which the gaming machine 10 is controlled to a progress disabled state. In other words, when the gaming machine 10 is controlled to a progress disabled state, the volume cannot be adjusted even by operating the buttons SBa and SBc. In the gaming machine 10, the situations in which the volume can be adjusted include situations in which a game progress process is being performed. For example, the situations in which the volume can be adjusted include when a variable game is being executed. In this way, in the gaming machine 10, the volume can be adjusted by operating the buttons SBa and SBc during at least a portion of the period in which the gaming machine 10 is not controlled to a progress disabled state.
[0135] Furthermore, in the gaming machine 10, the situation in which the brightness is adjustable does not include a situation in which the gaming machine 10 is controlled to a setting value changeable state. In other words, when the gaming machine 10 is controlled to a setting value changeable state, the brightness cannot be adjusted even by operating the buttons SBb and SBd. In the gaming machine 10, the situation in which the brightness is adjustable does not include a situation in which the gaming machine 10 is controlled to a setting value confirmation state. In other words, when the gaming machine 10 is controlled to a setting value confirmation state, the brightness cannot be adjusted even by operating the buttons SBb and SBd. In the gaming machine 10, the situation in which the brightness is adjustable does not include a situation in which the gaming machine 10 is controlled to a progress disabled state. In other words, when the gaming machine 10 is controlled to a progress disabled state, the brightness cannot be adjusted even by operating the buttons SBb and SBd. In the gaming machine 10, the situation in which the brightness is adjustable includes a situation in which a game progress process is being performed. For example, the situation in which the brightness is adjustable includes a time when a variable game is being executed. In this way, in the gaming machine 10, the brightness can be adjusted by operating the buttons SBb and SBd during at least a portion of the period in which the gaming machine 10 is not controlled to a progress disabled state.
[0136] As described above, in the gaming machine 10, when controlled to the setting value changeable state, the presentation elements cannot be adjusted even by operating the selection button SB. In the gaming machine 10, when controlled to the setting value confirmation state, the presentation elements cannot be adjusted even by operating the selection button SB. In the gaming machine 10, when controlled to the progress disabled state, the presentation elements cannot be adjusted even by operating the selection button SB. That is, in this embodiment, when controlled to the progress disabled state, the presentation elements cannot be adjusted even by operating the operation means. Furthermore, in the gaming machine 10, during at least a portion of the period when the gaming machine is not controlled to the progress disabled state, the presentation elements cannot be adjusted even by operating the selection button SB. That is, in this embodiment, during at least a portion of the period when the gaming machine is not controlled to the progress disabled state, the presentation elements can be adjusted by operating the operation means.
[0137] Next, the control relating to the notification of a door open error will be described. When a door open error command is input, the secondary CPU 51 controls the speaker 14 to output a door open notification sound that notifies the user that a door open error has occurred. At this time, the secondary CPU 51 controls the speaker 14 to output the door open notification sound at maximum volume regardless of the adjusted volume level. When a door close command is input, the secondary CPU 51 controls the speaker 14 to terminate output of the door open notification sound.
[0138] When a door open error command is input, the sub-CPU 51 controls the performance display device 15 so that a door open notification image OG (for example, as shown in Figure 11 (a)) is displayed to notify that a door open error has occurred. In this embodiment, the door open notification image OG is an image containing the information (text information) "The door is open." The door open notification image OG corresponds to an image that can identify that a door open error has been detected. In this embodiment, the door open notification image OG corresponds to specific error information that can identify that a specific error has been detected. When a door close command is input, the sub-CPU 51 controls the performance display device 15 so that the display of the door open notification image OG is terminated.
[0139] In the gaming machine 10, after a door open error is detected and a door open error command is output, a door open notification image OG is displayed on the effect display device 15. In other words, after a door open error is detected, the effect display device 15 can display a door open notification image OG that can identify that a door open error has been detected. In other words, after a specific error is detected, the display means can display specific error information that can identify that a specific error has been detected.
[0140] In this embodiment, the sub-CPU 51 controls the decorative lamp 13 as light-emitting means, thereby realizing the function of light-emitting control means capable of controlling the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 14 as sound output means, thereby realizing the function of sound output control means capable of controlling the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 15 as display means, thereby realizing the function of display control means capable of controlling the display means. In this embodiment, the sub-CPU 51 controls the performance devices that correspond to some or all of the performance execution means, among the decorative lamp 13, speaker 14, and performance display device 15, thereby realizing the function of performance control means capable of controlling the performance execution means.
[0141] In the gaming machine 10, when it is controlled to the setting value confirmation state, it is possible to check the history regarding errors by operating the selection button SB. In the gaming machine 10, when it is controlled to the setting value confirmation state, it is possible to set the date and time. In the gaming machine 10, it is possible to initialize the history regarding the state where progress is impossible.
[0142] As shown in Figures 6(a) and 6(b), in the setting value confirmation state, the performance display device 15 may display a first selection image MG1, a second selection image MG2, and a third selection image MG3. The first selection image MG1 is an image that can identify that the error history will be displayed. In this embodiment, the first selection image MG1 is an image that includes the information (text information) "Display error history." The second selection image MG2 is an image that can identify that the date and time will be set. In this embodiment, the second selection image MG2 is an image that includes the information (text information) "Set date and time." The third selection image MG3 is an image that can identify that the history related to the impossible progress state will be initialized. In this embodiment, the third selection image MG3 is an image that includes the information (text information) "Reset the impossible progress state history."
[0143] When the selection images MG1 to MG3 are displayed, the performance display device 15 displays an instruction image YG that points to the selected image among the selection images MG1 to MG3. The instruction image YG is displayed in one of the following display modes: a display mode that points to the first selection image MG1 (shown in FIG. 6(a)), a display mode that points to the second selection image MG2 (shown in FIG. 6(b)), or a display mode that points to the third selection image MG3. If the down button SBc is operated when the instruction image YG is displayed in a display mode that points to the first selection image MG1, the instruction image YG is displayed in a display mode that points to the second selection image MG2. If the down button SBc is operated when the instruction image YG is displayed in a display mode that points to the second selection image MG2, the instruction image YG is displayed in a display mode that points to the third selection image MG3. If the down button SBc is operated when the instruction image YG is displayed in a display mode pointing to the third selection image MG3, the instruction image YG is displayed in a display mode pointing to the first selection image MG1. If the up button SBa is operated when the instruction image YG is displayed in a display mode pointing to the first selection image MG1, the instruction image YG is displayed in a display mode pointing to the third selection image MG3. If the up button SBa is operated when the instruction image YG is displayed in a display mode pointing to the second selection image MG2, the instruction image YG is displayed in a display mode pointing to the first selection image MG1. If the up button SBa is operated when the instruction image YG is displayed in a display mode pointing to the third selection image MG3, the instruction image YG is displayed in a display mode pointing to the second selection image MG2. Furthermore, when the selection images MG1 to MG3 are displayed, the performance display device 15 notifies the user that by operating the enter button SBe, it is possible to select content that can be identified from the image pointed to by the instruction image YG.
[0144] In the gaming machine 10, if the enter button SBe is operated when the instruction image YG is displayed in a display mode pointing to the first selection image MG1, the error history is displayed. In the gaming machine 10, if the enter button SBe is operated when the instruction image YG is displayed in a display mode pointing to the second selection image MG2, the date and time can be set. In the gaming machine 10, if the enter button SBe is operated when the instruction image YG is displayed in a display mode pointing to the third selection image MG3, the user can select whether to initialize the history regarding the impossible progress state.
[0145] As shown in FIGS. 7(a) and 7(b), when the confirm button SBe is operated while the instruction image YG is displayed in a display mode pointing to the first selection image MG1, and the error history is displayed, the performance display device 15 displays the most recent 10 events among the events that are the subject of the error history display. Specifically, when the error history is displayed, the performance display device 15 may display the most recent 1 to 5 events among the events that are the subject of the error history display (shown in FIG. 7(a)), or the most recent 6 to 10 events among the events that are the subject of the error history display (shown in FIG. 7(b)). If the down button SBc is operated when the most recent 1 to 5 events among the events that are the subject of the error history display are displayed, the performance display device 15 displays the most recent 6 to 10 events among the events that are the subject of the error history display. If the up button SBa is operated when the most recent 6 to 10 events among the events that are the subject of the error history display are displayed, the performance display device 15 displays the most recent 1 to 5 events among the events that are the subject of the error history display. In this way, the gaming machine 10 can display the error history for the period during which the events to be displayed for the 10 error histories occur.
[0146] Events for which the error history is displayed include the occurrence of a door open error. The gaming machine 10 displays information indicating that a door open error has occurred by displaying the information "door open." Events for which the error history is displayed include being controlled to a setting value changeable state, i.e., a new setting value being set. The gaming machine 10 displays information indicating that a setting value has been newly set by displaying the information "setting change." Incidentally, in the gaming machine 10, information indicating that a setting value has been newly set includes information indicating the newly set setting value. Specifically, by displaying information indicating the setting value together with the information "setting change," information indicating the newly set setting value is displayed. For example, the information "setting change '4'," shown as the fifth most recent event in FIG. 7(a), is information indicating that a setting value has been newly set, and corresponds to information indicating that the newly set setting value is "4." Other events for which the error history is displayed include being controlled to an unprogressible state. The gaming machine 10 displays information indicating that a game has been controlled to an unprogressible state by displaying the information "unprogressible state."
[0147] The gaming machine 10 displays the date and time of the occurrence of an event for which the error history is to be displayed. The date and time of the occurrence of an event for which the error history is to be displayed includes the date on which the event for which the error history is to be displayed occurred. The date and time of the occurrence of an event for which the error history is to be displayed includes the time at which the event for which the error history is to be displayed occurred. For example, the information "August 7, 2023, 1:45 PM," which is illustrated as the most recent event in FIG. 7(a), corresponds to information that identifies that the ninth most recent event occurred at 1:45 PM on August 7, 2023, i.e., a door open error. The effect display device 15 can display the date and time of the door open error by displaying information indicating the date and time of the occurrence along with the information "door open" when displaying the error history. Note that if a door open error is not detected, the information "door open" will not be displayed in the error history. Therefore, the effect display device 15 can display the date and time of the door open error after the door open error is detected. For example, the information "August 4, 2023, 23:31," shown as the ninth most recent event in FIG. 7(b), corresponds to information that can identify that the ninth most recent event occurred at 23:31 on August 4, 2023, i.e., that a setting value was set. When displaying the error history, the performance display device 15 can display the date and time when the setting value was newly set by displaying information indicating the date and time of occurrence along with the information "setting change." Note that if a new setting value is not set, the information "setting change" is not displayed in the error history. Therefore, the performance display device 15 can display the date and time when the setting value was newly set after it was newly set. For example, the information "August 5, 2023, 19:28," shown as the seventh most recent event in FIG. 7(b), corresponds to information that can identify that the seventh most recent event occurred at 19:28 on August 5, 2023, i.e., that the game was controlled to an unprogressable state. When displaying the error history, the performance display device 15 displays information indicating the date and time of occurrence along with the information "progression impossible state," thereby making it possible to display the date and time when the game was controlled to be in a progress impossible state.In addition, if the value identifiable from the acquired number information after power recovery reaches a specified value and the game is not controlled to a state where game progress is disabled, the information "progress disabled" will not be displayed in the error history. Therefore, the effect display device 15 can display the date and time when the game was controlled to a state where game progress was disabled after the value identifiable from the acquired number information after power recovery reaches a specified value and the game was controlled to a state where game progress was disabled.
[0148] For example, from the ten error histories illustrated in Figures 7(a) and 7(b), it is possible to determine that seven door open errors occurred within the period in which the events that are the subject of the ten error histories occurred. By displaying the information "door open" when displaying the error history, the performance display device 15 can display the number of door open errors that occurred within the period in which the events that are the subject of the ten error histories occurred. Note that if no door open error is detected, the information "door open" is not displayed in the error history. Therefore, after a door open error is detected, the performance display device 15 can display the number of door open errors that occurred within the period in which the events that are the subject of the ten error histories occurred. For example, if a door open error has occurred two or more times in the past, the performance display device 15 can display "door open" two or more times.
[0149] From the ten error histories exemplified in Figures 7(a) and 7(b), it is possible to identify that the setting value was set twice during the period in which the events that are the subject of the ten error histories occurred. By displaying the information "setting change" when displaying the error history, the performance display device 15 can display the number of times a new setting value was set (the number of times a setting change was made) during the period in which the events that are the subject of the ten error histories occurred. Note that if a new setting value is not set, the information "setting change" is not displayed in the error history. Therefore, after a new setting value is set, the performance display device 15 can display the number of times a new setting value was set during the period in which the events that are the subject of the ten error histories occurred. For example, if a new setting value has been set two or more times in the past, the performance display device 15 can display two or more "setting changes."
[0150] From the ten error histories illustrated in Figures 7(a) and 7(b), it is possible to determine that the game was controlled to an unplayable state once during the period in which the events for which the ten error histories are displayed occurred. The effect display device 15 can display the number of times the game was controlled to an unplayable state during the period in which the events for which the ten error histories are displayed occurred by displaying the information "unplayable state" when displaying the error history. Note that the information "unplayable state" is not displayed in the error history unless a value identifiable from the number of coins acquired after power recovery reaches a predetermined value and the game is controlled to an unplayable state. Therefore, the effect display device 15 can display the number of times the game was controlled to an unplayable state during the period in which the events for which the ten error histories are displayed occurred after the value identifiable from the number of coins acquired after power recovery reaches a predetermined value and the game is controlled to an unplayable state. For example, if the value identifiable from the number of coins acquired after power recovery reaches a predetermined value and the game is controlled to an unplayable state twice or more in the past, the effect display device 15 can display the "unplayable state" twice or more times.
[0151] For example, FIG. 7(b) illustrates the display of the information "August 4, 2023, 23:26" and the information "door open" as the 10th most recent event. Additionally, FIG. 7(b) illustrates the display of the information "August 4, 2023, 23:31" and the information "setting change '6'" as the ninth most recent event. Thus, when a setting value is newly set after a door open error occurs, if the error history is displayed, the information "door open" and the information "setting change" may be displayed in parallel on the performance display device 15. In other words, after a setting value is newly set after a door open error is detected, the information "door open" can be displayed in parallel with the information "setting change" on the performance display device 15. Furthermore, after a setting value is newly set after a door open error is detected, the information "door open" can be displayed in parallel with the date and time displayed together with the information "setting change." In addition, for example, FIG. 7(b) illustrates the display of the information "August 5, 2023, 19:28" and the information "unavailable for progress" as the seventh most recent event. Additionally, FIG. 7(b) illustrates the display of the information "August 6, 2023, 6:20" and the information "door open" as the sixth most recent event. Thus, when a door open error occurs after being controlled to an unavailable state, if the error history is displayed, the information "unavailable for progress" and the information "door open" may be displayed in parallel on the performance display device 15. In other words, after the value identifiable from the acquired number information after power recovery reaches a specified value and the game is controlled to an unavailable state, and then a door open error is detected, the information "door open" can be displayed in parallel with the information "unavailable for progress" on the performance display device 15. Furthermore, after the value that can be determined from the acquired number information after power is restored reaches a specified value and the game is controlled to an unprogressable state, and then a door open error is detected, the information "door open" can be displayed on the performance display device 15 in parallel with the date and time that is also displayed together with the information "unprogressable state."
[0152] For example, FIG. 7(b) illustrates the display of information "August 5, 2023, 7:28 PM" and information "unplayable state" as the seventh most recent event. Furthermore, FIG. 7(b) illustrates the display of information "August 4, 2023, 11:31 PM" and information "setting change '6'" as the ninth most recent event. Furthermore, FIG. 7(b) does not display the information "setting change" as the eighth most recent event from the seventh most recent event to the ninth most recent event. Therefore, it is possible to identify that the setting value "6" set as the ninth most recent event was set when the game was controlled to the unplayable state, which is the seventh most recent event. In this way, the effect display device 15 displays the information "unplayable state" and information indicating the setting value previously set when displaying the error history, thereby enabling the display of the setting value that was set when the game was controlled to the unplayable state. Note that unless a value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and the game is controlled to a state where game progress is disabled, the information "progress disabled" will not be displayed in the error history. Therefore, after a value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and the game is controlled to a state where game progress is disabled, the effect display device 15 can display the setting value that was set when the game was controlled to a state where game progress is disabled. Furthermore, the effect display device 15 displays information indicating the date and time of the error along with the information "setting change." When displaying the error history, the effect display device 15 displays the information "progress disabled," information indicating the setting value previously set, and information indicating the date and time the setting value was set, thereby enabling the date and time when the setting value that was set when the game was controlled to a state where game progress is disabled to be set. In other words, after a value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and the game is controlled to a state where game progress is disabled, the effect display device 15 can display the date and time when the setting value that was set when the game was controlled to a state where game progress is disabled was set.
[0153] If the enter button SBe is operated while the error history is being displayed, the selection images MG1 to MG3 are displayed on the performance display device 15. At this time, the instruction image YG is displayed in a display mode that points to the first selection image MG1. When the error history is being displayed, the performance display device 15 notifies the user that the selection images MG1 to MG3 can be returned to by operating the enter button SBe.
[0154] 8(a) and 8(b), when the confirm button SBe is operated while the instruction image YG is displayed in a display mode pointing to the second selection image MG2, and it becomes possible to set the date and time, the display content of the performance display device 15 becomes a display content that allows the date and time to be set. Specifically, when the display content allows the date and time to be set, the performance display device 15 displays a date and time setting area RS1 that shows the selected Gregorian year number of the date. In the date and time setting area RS1, a number that shows the selected "Gregorian year number" is displayed. When the display content allows the date and time to be set, the performance display device 15 displays a date and time setting area RS2 that shows the selected "month" of the date. In the date and time setting area RS2, a number that shows the selected month is displayed. In the date and time setting area RS2, a number from "01" to "12" is displayed. When the display content allows the date and time to be set, the performance display device 15 displays a date and time setting area RS3 that shows the selected "day" of the date. In the date and time setting area RS3, a number that shows the selected day is displayed. The date and time setting area RS3 displays one of the numbers from "01" to "31" depending on the numbers displayed in the date and time setting areas RS1 and RS2. When the display content allows the date and time to be set, the performance display device 15 displays a date and time setting area RS4 showing the selected hour of the time. The date and time setting area RS4 displays a number indicating the selected hour. The date and time setting area RS4 displays one of the numbers from "00" to "23". When the display content allows the date and time to be set, the performance display device 15 displays a date and time setting area RS5 showing the selected minute of the time. The date and time setting area RS5 displays a number indicating the selected minute. The date and time setting area RS5 displays one of the numbers from "00" to "59".
[0155] When the display content allows the date and time to be set, the performance display device 15 displays a lift-up / lower-down setting image UD at a position corresponding to one of the date and time setting areas RS1 to RS5. The lift-up / lower-down setting image UD is sometimes displayed at a position corresponding to the date and time setting area RS1 (as shown in FIG. 8(a)) and sometimes displayed at a position corresponding to the date and time setting area RS2 (as shown in FIG. 8(b)). The lift-up / lower-down setting image UD is sometimes displayed at a position corresponding to the date and time setting area RS3, sometimes displayed at a position corresponding to the date and time setting area RS4, and sometimes displayed at a position corresponding to the date and time setting area RS5.
[0156] When the right button SBb is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS1, the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS2. When the right button SBb is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS2, the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS3. When the right button SBb is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS3, the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS4. When the right button SBb is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS4, the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS5. When the right button SBb is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS5, the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS1.
[0157] When the left button SBd is operated while the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS1, the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS5. When the left button SBd is operated while the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS2, the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS1. When the left button SBd is operated while the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS3, the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS2. When the left button SBd is operated while the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS4, the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS3. When the left button SBd is operated while the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS5, the lift / lower setting image UD is displayed in a position corresponding to the date and time setting area RS4.
[0158] When the up button SBa is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS1, the number displayed in the date and time setting area RS1 is changed by one in ascending order. On the other hand, when the down button SBc is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS1, the number displayed in the date and time setting area RS1 is changed by one in descending order. When the up button SBa is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS2, the number displayed in the date and time setting area RS2 is changed by one in ascending order. On the other hand, when the down button SBc is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS2, the number displayed in the date and time setting area RS2 is changed by one in descending order. When the up button SBa is operated while the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS3, the number displayed in the date and time setting area RS3 is changed by one in ascending order. On the other hand, when the down button SBc is operated when the lift-up setting image UD is displayed in a position corresponding to the date and time setting area RS3, the number displayed in the date and time setting area RS3 is changed by one in descending order. When the up button SBa is operated when the lift-up setting image UD is displayed in a position corresponding to the date and time setting area RS4, the number displayed in the date and time setting area RS4 is changed by one in ascending order. On the other hand, when the down button SBc is operated when the lift-up setting image UD is displayed in a position corresponding to the date and time setting area RS4, the number displayed in the date and time setting area RS4 is changed by one in descending order. When the up button SBa is operated when the lift-up setting image UD is displayed in a position corresponding to the date and time setting area RS5, the number displayed in the date and time setting area RS5 is changed by one in ascending order. On the other hand, when the down button SBc is operated when the lift-up setting image UD is displayed in a position corresponding to the date and time setting area RS5, the number displayed in the date and time setting area RS5 is changed by one in descending order.
[0159] If the enter button SBe is operated when the display content allows the date and time to be set, the selection images MG1 to MG3 are displayed on the effect display device 15. At this time, the instruction image YG is displayed in a display mode that points to the first selection image MG1. When the display content allows the date and time to be set, the effect display device 15 notifies the user that the selection images MG1 to MG3 can be returned to by operating the enter button SBe. After the date and time are set in the gaming machine 10, the time is measured internally in the gaming machine 10, and the time and date are updated.
[0160] As shown in FIGS. 9(a) and 9(b), when the select button SBe is operated while the instruction image YG is displayed in a display mode pointing to the third selection image MG3, and it becomes possible to select whether to initialize the history related to the unprogressable state, the display content of the effect display device 15 becomes a display content that allows the selection of initialization of the history related to the unprogressable state. Specifically, when the display content allows the selection of initialization of the history related to the unprogressable state, the effect display device 15 displays information asking whether to initialize the history related to the unprogressable state. For example, as shown in FIGS. 9(a) and 9(b), the gaming machine 10 displays information asking whether to initialize the history related to the unprogressable state by displaying the information "Do you want to reset the unprogressable state history?". When the display content allows the selection of initialization of the history related to the unprogressable state, the effect display device 15 displays a negative image NN containing the information "NO" and a positive image YN containing the information "YES."
[0161] When the display content allows the selection of initialization of the history related to the impossible-to-progress state, a selection image SK pointing to either a negative image NN or a positive image YN is displayed. The selection image SK is displayed in either a display mode pointing to the negative image NN (shown in FIG. 9(a)) or a display mode pointing to the positive image YN (shown in FIG. 9(b)). When the right button SBb is operated while the selection image SK is displayed in a display mode pointing to the negative image NN, the selection image SK is displayed in a display mode pointing to the positive image YN. When the left button SBd is operated while the selection image SK is displayed in a display mode pointing to the positive image YN, the selection image SK is displayed in a display mode pointing to the negative image NN. Furthermore, when the display content allows the selection of initialization of the history related to the impossible-to-progress state, the performance display device 15 notifies the user that by operating the enter button SBe, the user can select identifiable content from the image pointed to by the selection image SK.
[0162] If the enter button SBe is operated when the selected image SK is displayed in a display mode pointing to the negative image NN, the selected images MG1 to MG3 are displayed on the performance display device 15. At this time, the instruction image YG is displayed in a display mode pointing to the first selected image MG1. Also, if the enter button SBe is operated when the selected image SK is displayed in a display mode pointing to the negative image NN, the history related to the impossible progress state is not initialized. Also, if the enter button SBe is operated when the selected image SK is displayed in a display mode pointing to the positive image YN, the selected images MG1 to MG3 are displayed on the performance display device 15. At this time, the instruction image YG is displayed in a display mode pointing to the first selected image MG1. Also, if the enter button SBe is operated when the selected image SK is displayed in a display mode pointing to the positive image YN, the history related to the impossible progress state is initialized.
[0163] Here, the control performed by the secondary CPU 51 when the secondary CPU 51 is in the set value confirmation state will be described. When a confirmation state start command is input, the sub-CPU 51 controls the performance display device 15 so that the selection images MG1 to MG3 are displayed. At this time, the sub-CPU 51 controls the performance display device 15 so that the instruction image YG is displayed in a display mode that points to the first selection image MG1. When the selection images MG1 to MG3 are displayed, the sub-CPU 51 controls the performance display device 15 so that it is notified that by operating the enter button SBe, it is possible to select identifiable content from the image pointed to by the instruction image YG.
[0164] When a detection signal from the down button SBc is input while the pointing image YG is being displayed in a display mode pointing to the first selection image MG1, the sub-CPU 51 controls the performance display device 15 so that the pointing image YG is displayed in a display mode pointing to the second selection image MG2. When a detection signal from the down button SBc is input while the pointing image YG is being displayed in a display mode pointing to the second selection image MG2, the sub-CPU 51 controls the performance display device 15 so that the pointing image YG is displayed in a display mode pointing to the third selection image MG3. When a detection signal from the down button SBc is input while the pointing image YG is being displayed in a display mode pointing to the third selection image MG3, the sub-CPU 51 controls the performance display device 15 so that the pointing image YG is displayed in a display mode pointing to the first selection image MG1. Furthermore, when a detection signal from the up button SBa is input while the pointing image YG is being displayed in a display mode pointing to the first selection image MG1, the sub-CPU 51 controls the performance display device 15 so that the pointing image YG is displayed in a display mode pointing to the third selection image MG3. If a detection signal is input from the up button SBa when the instruction image YG is displayed in a display mode pointing to the second selection image MG2, the sub-CPU 51 controls the performance display device 15 so that the instruction image YG is displayed in a display mode pointing to the first selection image MG1. If a detection signal is input from the up button SBa when the instruction image YG is displayed in a display mode pointing to the third selection image MG3, the sub-CPU 51 controls the performance display device 15 so that the instruction image YG is displayed in a display mode pointing to the second selection image MG2.
[0165] When a detection signal is input from the down button SBc when the most recent 1 to 5 events among the events to be displayed in the error history are displayed, the sub-CPU 51 controls the performance display device 15 to display the performance display device 15. When a detection signal is input from the down button SBc when the most recent 1 to 5 events among the events to be displayed in the error history are displayed, the sub-CPU 51 controls the performance display device 15 to display the performance display device 15. When a detection signal is input from the up button SBa when the most recent 6 to 10 events among the events to be displayed in the error history are displayed, the sub-CPU 51 controls the performance display device 15 to display the performance display device 15. When the error history is ... If a detection signal is input from the decision button SBe while the error history is being displayed, the sub-CPU 51 controls the performance display device 15 so that the selection images MG1 to MG3 are displayed. At this time, the sub-CPU 51 controls the performance display device 15 so that the instruction image YG is displayed in a display mode that points to the first selection image MG1.
[0166] Here, control relating to the display of the error history will be described. The secondary RWM 53 stores error history information as information on up to 10 events that are the subject of error history display. When a door open error command is input, the secondary CPU 51 newly stores in the secondary RWM 53 error history information that can identify a date and time that can be determined from date and time information that is updated over time, and that indicates that a door open error has occurred. Date and time information is information stored in the secondary RWM 53. Date and time information includes information that can identify the "year," "month," "day," "hour," and "minute." In other words, the date and time information is information that can identify the year, month, day, hour, and minute. The date and time information stored in the secondary RWM 53 is updated by power supply from the backup power source 62, even when the power supply is cut off. At this time, the date and time information is updated not only for the time but also for the date. When a game-unplayable command is input, the secondary CPU 51 newly stores in the secondary RWM 53 error history information that can identify a date and time that can be determined from the date and time information, and that indicates that the game has been controlled to an unplayable state. When a setting value setting command is input, the secondary CPU 51 newly stores in the secondary RWM 53 the date and time that can be identified from the date and time information, the fact that the setting value was set, and error history information that can identify the set value.
[0167] When new error history information is stored in the secondary RWM 53, the secondary CPU 51 stores the newly stored error history information as the most recent error history information in the secondary RWM 53. The "most recent error history information" here corresponds to error history information that can identify the most recent event to be displayed in the error history. When storing new error history information in the secondary RWM 53, if 10 items of error history information have already been stored in the secondary RWM 53, the secondary CPU 51 erases the oldest error history information, that is, the error history information that can identify the most recent event to be displayed in the error history.
[0168] When displaying the error history, the sub-CPU 51 refers to the error history information to identify the events to be displayed in the error history and to identify the date and time when the events occurred. The sub-CPU 51 then controls the effect display device 15 so that information that can identify the identified events to be displayed in the error history and the date and time when the events occurred is displayed. When displaying the 1st to 5th most recent events among the events to be displayed in the error history, the sub-CPU 51 controls the effect display device 15 so that the 1st to 5th most recent events among the events to be displayed in the error history are displayed based on the error history information that is the fifth most recent error history information from the most recent error history information. Similarly, when displaying the 1st to 5th most recent events among the events to be displayed in the error history, the sub-CPU 51 controls the effect display device 15 so that the 6th to 10th most recent events among the events to be displayed in the error history are displayed based on the error history information that is the sixth most recent error history information from the tenth most recent error history information.
[0169] When a detection signal is input from the enter button SBe while the instruction image YG is displayed in a display mode pointing to the second selection image MG2, the sub-CPU 51 controls the performance display device 15 so that the display content allows the date and time to be set. When the display content allows the date and time to be set, the sub-CPU 51 controls the performance display device 15 so that numbers identifiable from information that can identify the "Gregorian calendar year" among the date and time information are displayed in the date and time setting area RS1. When the display content allows the date and time to be set, the sub-CPU 51 controls the performance display device 15 so that numbers identifiable from information that can identify the "month" among the date and time information are displayed in the date and time setting area RS2. When the display content allows the date and time to be set, the sub-CPU 51 controls the performance display device 15 so that numbers identifiable from information that can identify the "day" among the date and time information are displayed in the date and time setting area RS3. When the display content allows the date and time to be set, the sub-CPU 51 controls the performance display device 15 so that numbers identifiable from information that can identify the "hour" among the date and time information are displayed in the date and time setting area RS4. When the display content allows the date and time to be set, the sub-CPU 51 controls the performance display device 15 so that identifiable numbers from the information that allows the minutes to be identified among the date and time information are displayed in the date and time setting area RS5. When the display content allows the date and time to be set, the sub-CPU 51 controls the performance display device 15 so that a notification is given that it is possible to return to the state in which the selection images MG1 to MG3 are displayed by operating the enter button SBe. When the display content allows the date and time to be set and a detection signal is input from the enter button SBe, the sub-CPU 51 controls the performance display device 15 so that the selection images MG1 to MG3 are displayed. At this time, the sub-CPU 51 controls the performance display device 15 so that the pointing image YG is displayed in a display mode that points to the first selection image MG1.
[0170] When the display content allows the date and time to be set, the secondary CPU 51 determines that it is possible to specify that the information that can identify the "year in the Gregorian calendar" in the date and time information be changed. When a detection signal from the right button SBb is input in a situation where it is possible to specify that the information that can identify the "year in the Gregorian calendar" in the date and time information be changed, the secondary CPU 51 determines that it is possible to specify that the information that can identify the "month" in the date and time information be changed. When a detection signal from the right button SBb is input in a situation where it is possible to specify that the information that can identify the "month" in the date and time information be changed, the secondary CPU 51 determines that it is possible to specify that the information that can identify the "day" in the date and time information be changed. When a detection signal from the right button SBb is input in a situation where it is possible to specify that the information that can identify the "hour" in the date and time information be changed, the secondary CPU 51 determines that it is possible to specify that the information that can identify the "minute" in the date and time information be changed. When a detection signal is input from the right button SBb in a situation where it is possible to identify that the information that can identify the "minutes" in the date and time information is to be changed, the sub-CPU 51 determines that it is possible to identify that the information that can identify the "year in the Gregorian calendar" in the date and time information is to be changed.
[0171] When a detection signal is input from the left button SBd in a situation where it is possible to specify that information that can identify the "year in the Gregorian calendar" of the date and time information is to be changed, the secondary CPU 51 determines that the situation is where it is possible to specify that information that can identify the "minute" of the date and time information is to be changed. When a detection signal is input from the left button SBd in a situation where it is possible to specify that information that can identify the "month" of the date and time information is to be changed, the secondary CPU 51 determines that the situation is where it is possible to specify that information that can identify the "year in the Gregorian calendar" of the date and time information is to be changed. When a detection signal is input from the left button SBd in a situation where it is possible to specify that information that can identify the "day" of the date and time information is to be changed, the secondary CPU 51 determines that the situation is where it is possible to specify that information that can identify the "month" of the date and time information is to be changed. When a detection signal is input from the left button SBd in a situation where it is possible to specify that information that can identify the "hour" of the date and time information is to be changed, the secondary CPU 51 determines that the situation is where it is possible to specify that information that can identify the "day" of the date and time information is to be changed. When a detection signal is input from the left button SBd in a situation where it is possible to identify that the information that can identify the "minute" in the date and time information is to be changed, the secondary CPU 51 determines that it is possible to identify that the information that can identify the "hour" in the date and time information is to be changed.
[0172] In a situation where it is possible to specify that information that can identify the "year" in the date and time information will be changed, the sub-CPU 51 controls the performance display device 15 so that the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS1. In a situation where it is possible to specify that information that can identify the "month" in the date and time information will be changed, the sub-CPU 51 controls the performance display device 15 so that the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS2. In a situation where it is possible to specify that information that can identify the "day" in the date and time information will be changed, the sub-CPU 51 controls the performance display device 15 so that the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS3. In a situation where it is possible to specify that information that can identify the "hour" in the date and time information will be changed, the sub-CPU 51 controls the performance display device 15 so that the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS4. In a situation where it is possible to specify that information that can identify the "minute" in the date and time information will be changed, the sub-CPU 51 controls the performance display device 15 so that the lift-down setting image UD is displayed in a position corresponding to the date and time setting area RS5.
[0173] When a detection signal is input from the up button SBa in a situation where it is possible to specify that the information that can identify the "year in the Gregorian calendar" in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the "year in the Gregorian calendar" in the date and time information by one number in ascending order.When a detection signal is input from the down button SBc in a situation where it is possible to specify that the information that can identify the "year in the Gregorian calendar" in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the "year in the Gregorian calendar" in the date and time information by one number in descending order.When the information that can identify the "year in the Gregorian calendar" in the date and time information is changed, the number displayed in the date and time setting area RS1 will be changed.
[0174] When a detection signal is input from the up button SBa in a situation where it is possible to specify that the information that can identify the "month" in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the "month" in the date and time information by one bit in ascending order. When a detection signal is input from the down button SBc in a situation where it is possible to specify that the information that can identify the "month" in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the "month" in the date and time information by one bit in descending order. In this embodiment, the information that can identify the "month" in the date and time information is changed within the range of "01" to "12". When the information that can identify the "month" in the date and time information is changed, the number displayed in the date and time setting area RS2 is changed. When a detection signal is input from the up button SBa in a situation where it is possible to specify that the information that can identify the "day" in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the "day" in the date and time information by one bit in ascending order. When a detection signal is input from the down button SBc in a situation where it is possible to specify that the information that can identify the "day" in the date and time information needs to be changed, the secondary CPU 51 changes the information that can identify the "day" in the date and time information by one value in descending order. In this embodiment, the information that can identify the "day" in the date and time information is changed within the range of "01" to "31" depending on the information that can identify the "year in the Gregorian calendar" and the information that can identify the "month" in the date and time information. For example, when the information that can identify the "year in the Gregorian calendar" is "2023" and the information that can identify the "month" is "2," the information that can identify the "day" in the date and time information is changed within the range of "01" to "28." When the information that can identify the "day" in the date and time information is changed, the number displayed in the date and time setting area RS3 is changed.
[0175] When a detection signal is input from the up button SBa in a situation where it is possible to specify that the information that can identify the hour in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the hour in the date and time information by one bit in ascending order. When a detection signal is input from the down button SBc in a situation where it is possible to specify that the information that can identify the hour in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the hour in the date and time information by one bit in descending order. In this embodiment, the information that can identify the hour in the date and time information is changed within the range of "00" to "23". When the information that can identify the hour in the date and time information is changed, the numbers displayed in the date and time setting area RS4 are changed. When a detection signal is input from the up button SBa in a situation where it is possible to specify that the information that can identify the minute in the date and time information is to be changed, the secondary CPU 51 changes the information that can identify the minute in the date and time information by one bit in ascending order. When a detection signal is input from the down button SBc in a situation where it is possible to specify that the information that can identify the "minute" in the date and time information needs to be changed, the secondary CPU 51 changes the information that can identify the "minute" in the date and time information by one value in descending order. In this embodiment, the information that can identify the "minute" in the date and time information is changed within the range of "00" to "59." When the information that can identify the "minute" in the date and time information is changed, the number displayed in the date and time setting area RS5 is changed.
[0176] If a detection signal is input from the decision button SBe when the instruction image YG is displayed in a display mode pointing to the third selection image MG3, the sub-CPU 51 controls the performance display device 15 so that the display content makes it possible to select initialization of the history related to the impossible-to-progress state. At this time, the sub-CPU 51 controls the performance display device 15 so that information asking whether to initialize the history related to the impossible-to-progress state is displayed. Furthermore, the sub-CPU 51 controls the performance display device 15 so that a negative image NN and a positive image YN are displayed. At this time, the sub-CPU 51 controls the performance display device 15 so that the selected image SK is displayed in a display mode pointing to the negative image NN. When the display content makes it possible to select initialization of the history related to the impossible-to-progress state, the sub-CPU 51 controls the performance display device 15 so that a notification is displayed that indicates that identifiable content can be selected from the image pointed to by the selected image SK by operating the decision button SBe.
[0177] If a detection signal is input from the right button SBb when the currently selected image SK is displayed in a display mode pointing to the negative image NN, the sub-CPU 51 controls the performance display device 15 so that the currently selected image SK is displayed in a display mode pointing to the positive image YN. If a detection signal is input from the left button SBd when the currently selected image SK is displayed in a display mode pointing to the positive image YN, the sub-CPU 51 controls the performance display device 15 so that the currently selected image SK is displayed in a display mode pointing to the negative image NN.
[0178] When a detection signal is input from the enter button SBe, whether the selected image SK is displayed in a display mode pointing to the negative image NN or in a display mode pointing to the positive image YN, the secondary CPU 51 controls the effect display device 15 to display the selection images MG1 to MG3. At this time, the secondary CPU 51 controls the effect display device 15 to display the instruction image YG in a display mode pointing to the first selection image MG1. Note that, if a detection signal is input from the enter button SBe when the selected image SK is displayed in a display mode pointing to the negative image NN, the secondary CPU 51 does not initialize the history of the progress-impossible state stored in the secondary RWM 53. On the other hand, if a detection signal is input from the enter button SBe when the selected image SK is displayed in a display mode pointing to the positive image YN, the secondary CPU 51 initializes the history of the progress-impossible state stored in the secondary RWM 53. The secondary CPU 51 initializes the impossibility count information and the achievement date and time information stored in the secondary RWM 53, thereby initializing the history of the impossibility state stored in the secondary RWM 53. The impossibility count information and the achievement date and time information will be explained later.
[0179] If a confirmation state end command is input while control is being performed in the setting value confirmation state, the secondary CPU 51 ends control in the setting value confirmation state. For example, if a confirmation state end command is input while selection images MG1 to MG3 are being displayed, the secondary CPU 51 ends the display of selection images MG1 to MG3. If a confirmation state end command is input while an error history is being displayed, the secondary CPU 51 ends the display of the error history. If a confirmation state end command is input when the display content allows the time to be set, the secondary CPU 51 ends the display content allowing the time to be set. If a confirmation state end command is input when the display content allows the initialization of history related to an unprogressable state to be selected, the secondary CPU 51 ends the display content allowing the initialization of history related to an unprogressable state to be selected.
[0180] In the gaming machine 10, after being controlled to a non-progression state, it is possible to confirm the date and time when a value identifiable from the post-power-recovery acquired number information reached a specified value. In this embodiment, the date and time when the value identifiable from the post-power-recovery acquired number information reached a specified value corresponds to the date and time when the gaming machine 10 was controlled to a non-progression state. In the gaming machine 10, after being controlled to a non-progression state, it is possible to confirm the number of times when a value identifiable from the post-power-recovery acquired number information reached a specified value within a predetermined period. In this embodiment, the number of times when a value identifiable from the post-power-recovery acquired number information reached a specified value within a predetermined period corresponds to the number of times the gaming machine 10 was controlled to a non-progression state within the predetermined period. In the gaming machine 10, after being controlled to a non-progression state, it is possible to confirm the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value. In this embodiment, the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value corresponds to the setting value that was set when the gaming machine 10 was controlled to a non-progression state. In the gaming machine 10, after being controlled to a non-progression state, it is possible to confirm the date and time when the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value was set. In this embodiment, the date and time when the setting value that was set when the value that can be identified from the acquired number information after power recovery reached the specified value corresponds to the date and time when the setting value that was set when the device was controlled to an unprogressable state was set.
[0181] As shown in Figures 10(a) to 10(f), in the progress impossible state, the effect display device 15 displays an image MJ1 that can identify that it is impossible to progress in the game. Image MJ1 is an image that includes the information (text information) "Today's game is over." Displaying image MJ1 is equivalent to announcing that the game has been controlled to a progress impossible state. Furthermore, in the progress impossible state, image MJ2 is displayed on the effect display device 15. Image MJ2 is an image that includes the information (text information) "Be careful not to get addicted." Displaying image MJ2 is equivalent to issuing a warning about addiction.
[0182] 10(a) to 10(c), in a progress-impossible state, the effect display device 15 may display a first option image MN1, a second option image MN2, and a third option image MN3. The first option image MN1 is an image that can be used to confirm the date and time when a value identifiable from the post-power-recovery acquired number information reached a specified value. In this embodiment, the first option image MN1 is an image containing information (text information) that reads "Achievement Date and Time Display." The second option image MN2 is an image that can be used to confirm the number of times a value identifiable from the post-power-recovery acquired number information reached a specified value within a predetermined period. The second option image MN2 is an image containing information (text information) that reads "Number of Times Reached Display." The third option image MN3 is an image that can be used to confirm the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value. The third option image MN3 is an image that can be used to confirm the date and time when the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value was set. The third option image MN3 in this embodiment is an image including the information (text information) "Display setting value."
[0183] When the option images MN1 to MN3 are displayed, the effect display device 15 displays an arrow image YS that points to the selected image from the option images MN1 to MN3. The arrow image YS is displayed in one of the following display modes: a display mode pointing to the first option image MN1 (shown in FIG. 10(a)), a display mode pointing to the second option image MN2 (shown in FIG. 10(b)), and a display mode pointing to the third option image MN3 (shown in FIG. 10(c)). If the down button SBc is operated when the arrow image YS is displayed in the display mode pointing to the first option image MN1, the arrow image YS is displayed in the display mode pointing to the second option image MN2. If the down button SBc is operated when the arrow image YS is displayed in the display mode pointing to the second option image MN2, the arrow image YS is displayed in the display mode pointing to the third option image MN3. If the down button SBc is operated when the arrow image YS is displayed in a display mode pointing to the third option image MN3, the arrow image YS is displayed in a display mode pointing to the first option image MN1. If the up button SBa is operated when the arrow image YS is displayed in a display mode pointing to the first option image MN1, the arrow image YS is displayed in a display mode pointing to the third option image MN3. If the up button SBa is operated when the arrow image YS is displayed in a display mode pointing to the second option image MN2, the arrow image YS is displayed in a display mode pointing to the first option image MN1. If the up button SBa is operated when the arrow image YS is displayed in a display mode pointing to the third option image MN3, the arrow image YS is displayed in a display mode pointing to the first option image MN1. Furthermore, when the option images MN1 to MN3 are displayed, the performance display device 15 notifies the user that by operating the right button SBb, the user can confirm the content that can be identified from the image pointed to by the arrow image YS.
[0184] In the gaming machine 10, when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the first option image MN1, the date and time when the value identifiable from the post-power-recovery coin number information reached the specified value can be confirmed. In the gaming machine 10, when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the second option image MN2, the number of times within a predetermined period when the value identifiable from the post-power-recovery coin number information reached the specified value can be confirmed. In the gaming machine 10, when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the third option image MN3, the setting value that was set when the value identifiable from the post-power-recovery coin number information reached the specified value can be confirmed. Furthermore, in the gaming machine 10, when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the third option image MN3, the date and time when the setting value that was set when the value identifiable from the post-power-recovery coin number information reached the specified value can be confirmed.
[0185] As shown in FIG. 10(d), when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the first option image MN1, an achievement date and time image SS1 is displayed on the effect display device 15. The achievement date and time image SS1 is an image containing information that identifies the date and time when a value identifiable from the post-power-recovery acquired number information reached a specified value. For example, the achievement date and time image SS1 shown in FIG. 10(d) contains information (text information) such as "Achievement date and time: August 7, 2023, 16:26." The achievement date and time image SS1 shown in FIG. 10(d) corresponds to an image containing information that identifies that the value identifiable from the post-power-recovery acquired number information reached a specified value at 16:26 on August 7, 2023. In other words, the achievement date and time image SS1 shown in FIG. 10(d) corresponds to an image containing information that identifies that the game was controlled to an unprogressable state at 16:26 on August 7, 2023. In this embodiment, the achievement date and time image SS1 corresponds to special information that can identify at least one of the date and time when the special condition was met and the date and time when the game was controlled to be in a progress-disabled state. In the gaming machine 10, the achievement date and time image SS1 is displayed on the effect display device 15, making it possible to confirm the date and time when the value that can be identified from the information on the number of coins acquired after power recovery reached the specified value. Furthermore, when the achievement date and time image SS1 is displayed, the effect display device 15 notifies the user that by operating the left button SBd, the user can return to the state in which the option images MN1 to MN3 are displayed.
[0186] The effect display device 15 can display an achievement date and time image SS1 that can identify at least one of the date and time when the value identifiable from the post-power-recovery acquired coin information reached the specified value and the date and time when the game was controlled to the non-progression state after the value identifiable from the post-power-recovery acquired coin information reaches the specified value and the game is controlled to the non-progression state. That is, the display means can display special information that can identify at least one of the date and time when the special condition was met and the game was controlled to the non-progression state after the special condition was met and the game was controlled to the non-progression state. The gaming machine 10 can display the achievement date and time image SS1 on the effect display device 15 by operating the selection button SB after the value identifiable from the post-power-recovery acquired coin information reaches the specified value and the game is controlled to the non-progression state. That is, in this embodiment, by operating the operation means after the special condition was met and the game was controlled to the non-progression state, the display means can display special information that can identify at least one of the date and time when the special condition was met and the game was controlled to the non-progression state.
[0187] 10(d), in the gaming machine 10, even if it becomes possible to confirm the date and time when the value identifiable from the acquired number information after power recovery reaches the specified value after being controlled to the unprogressable state, the image MJ1 continues to be displayed on the effect display device 15, and the fact that it is controlled to the unprogressable state continues to be notified. Similarly, in the gaming machine 10, even if it becomes possible to confirm the date and time when the value identifiable from the acquired number information after power recovery reaches the specified value after being controlled to the unprogressable state, the image MJ2 continues to be displayed on the effect display device 15, and the warning about addiction continues to be executed.
[0188] As shown in FIG. 10(e), when the right button SBb is pressed while the arrow image YS is displayed in a display mode pointing to the second option image MN2, the effect display device 15 displays an reached count image SS2. The reached count image SS2 is an image containing information that identifies the number of times a value identifiable from the post-power-recovery acquired coin information has reached a predetermined value within a predetermined period. In this embodiment, the "predetermined period" corresponds to the period since the history related to the non-progression state was initialized. Note that if the history related to the non-progression state has never been initialized since the gaming machine was manufactured, the "predetermined period" corresponds to the period since the gaming machine was manufactured. For example, the reached count image SS2 shown in FIG. 10(e) contains information (text information) such as "Congratulations! This is your seventh time reaching the predetermined value." The reached count image SS2 shown in FIG. 10(e) corresponds to an image containing information that identifies the number of times a value identifiable from the post-power-recovery acquired coin information has reached the predetermined value within a predetermined period: seven times. That is, the reached count image SS2 shown in FIG. 10(e) corresponds to an image containing information that identifies the number of times the game was controlled to a non-progression state within a predetermined period of time as seven. In this embodiment, the reached count image SS2 corresponds to specific information that identifies at least one of the number of times a special condition was met within a predetermined period of time and the number of times the game was controlled to a non-progression state within a predetermined period of time. In the gaming machine 10, the reached count image SS2 is displayed on the effect display device 15, making it possible to confirm the number of times a value that can be identified from the post-power-recovery acquired coin count information has reached a specified value within a predetermined period of time. Furthermore, when the reached count image SS2 is displayed, the effect display device 15 notifies the user that the player can return to the state in which the option images MN1 to MN3 are displayed by operating the left button SBd.
[0189] The effect display device 15 can display an reached count image SS2 that can identify at least one of the number of times that a value identifiable from the post-power-recovery acquired coin information reached the specified value within a predetermined period and the number of times that the game was controlled to a non-progression state within the predetermined period after the value identifiable from the post-power-recovery acquired coin information reached the specified value and the game was controlled to a non-progression state within the predetermined period. That is, the display means can display specific information that can identify at least one of the number of times that a special condition was met within the predetermined period and the number of times that the game was controlled to a non-progression state within the predetermined period after a special condition was met and the game was controlled to a non-progression state within the predetermined period. The gaming machine 10 can display the reached count image SS2 on the effect display device 15 by operating the selection button SB after the value identifiable from the post-power-recovery acquired coin information reached the specified value and the game was controlled to a non-progression state. That is, in this embodiment, by operating the operation means after a special condition was met and the game was controlled to a non-progression state, the display means can display specific information that can identify at least one of the number of times that a special condition was met within the predetermined period and the number of times that the game was controlled to a non-progression state within the predetermined period.
[0190] 10(e), in the gaming machine 10, even if it becomes possible to check the number of times that a value identifiable from the information on the number of coins acquired after power restoration has reached a specified value within a predetermined period after being controlled to an unprogressable state, the image MJ1 continues to be displayed on the effect display device 15, and notification continues to be given that the gaming machine 10 is controlled to an unprogressable state. Similarly, in the gaming machine 10, even if it becomes possible to check the number of times that a value identifiable from the information on the number of coins acquired after power restoration has reached a specified value within a predetermined period after being controlled to an unprogressable state, the image MJ2 continues to be displayed on the effect display device 15, and a warning about addiction continues to be issued.
[0191] As shown in FIG. 10(f), when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the third option image MN3, a setting value notification image SS3 is displayed on the effect display device 15. The setting value notification image SS3 is an image containing information that identifies the setting value that was set when the value identifiable from the acquired number information after power restoration reached the specified value. For example, the setting value notification image SS3 shown in FIG. 10(f) contains information (text information) such as "The setting value was '4'." The setting value notification image SS3 shown in FIG. 10(f) corresponds to an image containing information that identifies that the setting value that was set when the value identifiable from the acquired number information after power restoration reached the specified value was '4'. In other words, the setting value notification image SS3 shown in FIG. 10(f) corresponds to an image containing information that identifies that the setting value that was set when the game was controlled to the unprogressable state was '4'. In this embodiment, the setting value notification image SS3 corresponds to setting value information that can identify at least one of the setting value that was set when the special condition was met and the setting value that was set when the game was controlled to an unprogressable state. In the gaming machine 10, the setting value notification image SS3 is displayed on the effect display device 15, making it possible to confirm the setting value that was set when the value that can be identified from the information on the number of coins acquired after power recovery reached the specified value.
[0192] After the value identifiable from the post-power-recovery acquired coin number information reaches a specified value and the gaming machine is controlled to the non-progression state, the effect display device 15 is capable of displaying a setting value notification image SS3 that can identify at least one of the setting value that was set when the value identifiable from the post-power-recovery acquired coin number information reached the specified value and the setting value that was set when the gaming machine was controlled to the non-progression state. In other words, after the special condition is met and the gaming machine is controlled to the non-progression state, the display means is capable of displaying setting value information that can identify at least one of the setting value that was set when the special condition was met and the setting value that was set when the gaming machine was controlled to the non-progression state. After the value identifiable from the post-power-recovery acquired coin number information reaches a specified value and the gaming machine is controlled to the non-progression state, the gaming machine 10 can display the setting value notification image SS3 on the effect display device 15 by operating the selection button SB. In other words, in this embodiment, by operating the operating means after a special condition is met and the game is controlled to an unprogressible state, setting value information that can identify at least one of the setting values that were set when the special condition was met and the setting values that were set when the game was controlled to an unprogressible state can be displayed on the display means.
[0193] Furthermore, when the right button SBb is operated while the arrow image YS is displayed in a display mode pointing to the third option image MN3, a setting change date and time image SS4 is displayed on the effect display device 15. The setting change date and time image SS4 is an image containing information that identifies the date and time when the setting value that was set when the value identifiable from the acquired number information after power recovery reached the specified value was set. For example, the setting change date and time image SS4 shown in FIG. 10(f) contains information (text information) such as "The setting value was set at 06:23 on August 6, 2023." The setting change date and time image SS4 shown in FIG. 10(f) corresponds to an image containing information that identifies that the setting value that was set when the value identifiable from the acquired number information after power recovery reached the specified value was set at 6:23 on August 6, 2023. In other words, the setting change date and time image SS4 shown in FIG. 10(f) corresponds to an image containing information that identifies that the setting value that was set when the game was controlled to a non-progression state was set at 6:23 on August 6, 2023. In this embodiment, the setting change date and time image SS4 corresponds to special information that can identify at least one of the date and time when the setting value that was set when the special condition was met and the date and time when the setting value that was set when the game was controlled to an unplayable state was set. In the gaming machine 10, the setting change date and time image SS4 is displayed on the effect display device 15, making it possible to confirm the date and time when the setting value that was set when the value that can be identified from the acquired number information after power recovery reached the specified value was set. Furthermore, when the setting value notification image SS3 and the setting change date and time image SS4 are displayed, the effect display device 15 notifies the player that by operating the left button SBd, the player can return to the state in which the option images MN1 to MN3 are displayed.
[0194] After the value identifiable from the post-power-recovery acquired coin number information reaches a specified value and the gaming machine is controlled to the non-progression state, the effect display device 15 can display a setting change date and time image SS4 that can identify at least one of the date and time when the setting value that was set when the value identifiable from the post-power-recovery acquired coin number information reached the specified value and the date and time when the setting value that was set when the gaming machine was controlled to the non-progression state was set. In other words, after the special condition is met and the gaming machine is controlled to the non-progression state, the display means can display special information that can identify at least one of the date and time when the setting value that was set when the special condition was met and the date and time when the setting value that was set when the gaming machine was controlled to the non-progression state was set. After the value identifiable from the post-power-recovery acquired coin number information reaches a specified value and the gaming machine is controlled to the non-progression state, the gaming machine 10 can display the setting change date and time image SS4 on the effect display device 15 by operating the selection button SB. In other words, in this embodiment, by operating the operating means after a special condition is met and the game is controlled to an unprogressable state, special information can be displayed on the display means that can identify at least one of the date and time when the setting value that was set when the special condition was met was set and the date and time when the setting value that was set when the game was controlled to an unprogressable state was set.
[0195] 10(f), in the gaming machine 10, even if, after being controlled to the non-progression state, it becomes possible to confirm the setting value that was set when the value identifiable from the post-power-recovery acquired coin number information reached the specified value, image MJ1 continues to be displayed on the effect display device 15, and notification of the non-progression state continues. Similarly, in the gaming machine 10, even if, after being controlled to the non-progression state, it becomes possible to confirm the setting value that was set when the value identifiable from the post-power-recovery acquired coin number information reached the specified value, image MJ2 continues to be displayed on the effect display device 15, and a warning about addiction continues to be issued. In the gaming machine 10, even if, after being controlled to the non-progression state, it becomes possible to confirm the date and time when the setting value that was set when the value identifiable from the post-power-recovery acquired coin number information reached the specified value was set, image MJ1 continues to be displayed on the effect display device 15, and notification of the non-progression state continues. Similarly, in the gaming machine 10, even if, after being controlled to a state where progress is impossible, the date and time when the setting value that was set when the value identifiable from the number of coins acquired information reached the specified value after power was restored becomes identifiable, the image MJ2 continues to be displayed on the performance display device 15, and the warning about addiction continues to be issued.
[0196] Here, the control performed by the secondary CPU 51 after the game is controlled to the progress-impossible state will be described. When a game disable command is input, the sub-CPU 51 controls the effect display device 15 so that the option images MN1 to MN3 are displayed. At this time, the sub-CPU 51 controls the effect display device 15 so that the arrow image YS is displayed in a display mode that points to the first option image MN1. When the option images MN1 to MN3 are displayed, the sub-CPU 51 controls the effect display device 15 so that it is notified that by operating the right button SBb, it is possible to check the content that can be identified from the image pointed to by the arrow image YS.
[0197] When a detection signal is input from the down button SBc while the arrow image YS is displayed in a display mode pointing to the first option image MN1, the sub-CPU 51 controls the performance display device 15 so that the arrow image YS is displayed in a display mode pointing to the second option image MN2. When a detection signal is input from the down button SBc while the arrow image YS is displayed in a display mode pointing to the second option image MN2, the sub-CPU 51 controls the performance display device 15 so that the arrow image YS is displayed in a display mode pointing to the third option image MN3. When a detection signal is input from the down button SBc while the arrow image YS is displayed in a display mode pointing to the third option image MN3, the sub-CPU 51 controls the performance display device 15 so that the arrow image YS is displayed in a display mode pointing to the first option image MN1. Furthermore, when a detection signal is input from the up button SBa while the arrow image YS is displayed in a display mode pointing to the first option image MN1, the sub-CPU 51 controls the performance display device 15 so that the arrow image YS is displayed in a display mode pointing to the third option image MN3. When a detection signal is input from the up button SBa while the arrow image YS is displayed in a display mode pointing to the second option image MN2, the sub-CPU 51 controls the performance display device 15 so that the arrow image YS is displayed in a display mode pointing to the first option image MN1. When a detection signal is input from the up button SBa while the arrow image YS is displayed in a display mode pointing to the third option image MN3, the sub-CPU 51 controls the performance display device 15 so that the arrow image YS is displayed in a display mode pointing to the second option image MN2.
[0198] If a detection signal is input from the right button SBb while the arrow image YS is displayed in a display mode pointing to the first option image MN1, the sub-CPU 51 controls the effect display device 15 so that an achievement date and time image SS1 is displayed. Specifically, the sub-CPU 51 identifies the date and time when a value identifiable from the post-power recovery acquired number information reached a specified value based on the achievement date and time information stored in the sub-RWM 53. Then, the sub-CPU 51 controls the effect display device 15 so that an achievement date and time image SS1 including information that can identify the date and time when the identified post-power recovery acquired number information reached the specified value is displayed.
[0199] Incidentally, when a game disable command is input, the secondary CPU 51 refers to the date and time information, identifies a date and time that can be specified from the date and time information when the game disable command was input, and updates the achievement date and time information to information that can identify that date and time. Therefore, the date and time that can be specified from the achievement date and time information corresponds to the date and time when the value that can be specified from the acquired number information after power recovery reached the specified value, and corresponds to the date and time when the game was controlled to be in an unprogressable state. Note that the secondary CPU 51 initializes the achievement date and time information by erasing the achievement date and time information.
[0200] If a detection signal is input from the right button SBb while the arrow image YS is displayed in a display mode pointing to the second option image MN2, the sub-CPU 51 controls the effect display device 15 so that an reached count image SS2 is displayed. Specifically, the sub-CPU 51 identifies the number of times that a value identifiable from the post-power-recovery acquired number information has reached a specified value within a predetermined period, based on the failure count information stored in the sub-RWM 53. Then, the sub-CPU 51 controls the effect display device 15 so that an reached count image SS2 is displayed, including information that identifies the number of times that a value identifiable from the post-power-recovery acquired number information has reached a specified value within the identified predetermined period.
[0201] Incidentally, when a game disable command is input, the secondary CPU 51 adds 1 to the number of times that can be determined from the disable count information stored in the secondary RWM 53, and updates the disable count information. Therefore, the number of times that can be determined from the disable count information corresponds to the number of times that the value that can be determined from the number of coins acquired after power recovery information reached a specified value within a predetermined period, and corresponds to the number of times that the game was controlled to an unprogressable state within the predetermined period. The secondary CPU 51 initializes the disable count information by setting "0" as the number of times that can be determined from the disable count information.
[0202] When a detection signal is input from the right button SBb while the arrow image YS is displayed in a display mode pointing to the third option image MN3, the secondary CPU 51 controls the effect display device 15 to display a setting value notification image SS3. Specifically, the secondary CPU 51 identifies the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached the specified value, based on the changed setting value information stored in the secondary RWM 53. The secondary CPU 51 then controls the effect display device 15 to display the setting value notification image SS3 including information that identifies the setting value that was set when the identified post-power-recovery acquired number information reached the specified value. Furthermore, when a detection signal is input from the right button SBb while the arrow image YS is displayed in a display mode pointing to the third option image MN3, the secondary CPU 51 controls the effect display device 15 to display a setting change date and time image SS4. Specifically, the secondary CPU 51 identifies the date and time when the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached the specified value, based on the changed date and time information stored in the secondary RWM 53. Then, the sub-CPU 51 controls the performance display device 15 so that a setting change date and time image SS4 is displayed, which includes information that can identify the setting value that was set when the value that can be identified from the identified information on the number of coins acquired after power recovery reached a specified value.
[0203] Incidentally, when a setting value setting command is input, the secondary CPU 51 identifies the setting value set from the input setting value setting command and updates the identified setting value to identifiable changed setting value information. Therefore, the value identifiable from the changed setting value information is the most recently set setting value. After the setting value is set, if a value identifiable from the acquired number information after power recovery reaches a specified value, the value identifiable from the changed setting value information corresponds to the setting value that was set when the specified value was reached. The secondary CPU 51 updates the changed setting value information each time a new setting value is set. Furthermore, when a setting value setting command is input, the secondary CPU 51 references the date and time information to identify a date and time that is identifiable from the date and time information when the setting value setting command was input, and updates the changed date and time information to information that identifies the identified date and time. Therefore, the date and time identifiable from the changed date and time information is the date and time that is identifiable for the most recent date and time when the setting value was set. After the setting value is set, if a value identifiable from the acquired number information after power recovery reaches a specified value, the date and time identifiable from the changed date and time information corresponds to the date and time when the setting value was set when the specified value was reached. The secondary CPU 51 updates the change date and time information every time a new setting value is set.
[0204] 11(a) to 11(d), an example of the display content of the effect display device 15 after being controlled to the progress-impossible state and the content that the player can infer from it will be explained. Note that it is assumed that the business hours of the gaming center where the gaming machine is installed are from 10:00 AM to 11:00 PM.
[0205] As shown in FIG. 11(a), after a value identifiable from the acquired number information after power restoration reaches a specified value and is controlled to a non-progression state, the effect display device 15 may display option images MN1 to MN3. Thereafter, when the front door 12 is opened and a door-opening error is detected, the effect display device 15 displays a door-opening notification image OG to notify the user that a door-opening error has been detected. In this manner, in the gaming machine 10, after a value identifiable from the acquired number information after power restoration reaches a specified value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15. The door-opening notification image OG can be displayed on the effect display device 15 in parallel with the option images MN1 to MN3. In other words, in the gaming machine 10, after a value identifiable from the acquired number information after power restoration reaches a specified value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15 in parallel with the option images MN1 to MN3.
[0206] As shown in FIG. 11(b), after the value identifiable from the post-power-recovery acquired coin information reaches a predetermined value and the game is controlled to an unplayable state, the effect display device 15 may display an achievement date and time image SS1, announcing the date and time when the value identifiable from the post-power-recovery acquired coin information reached the predetermined value. If the front door 12 is subsequently opened and a door-opening error is detected, the effect display device 15 displays a door-opening notification image OG, announcing the detection of the door-opening error. Thus, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin information reaches a predetermined value and the game is controlled to an unplayable state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15. The door-opening notification image OG can be displayed on the effect display device 15 in parallel with the achievement date and time image SS1. In other words, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin information reaches a predetermined value and the game is controlled to an unplayable state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15 in parallel with the achievement date and time image SS1. That is, in this embodiment, after a special condition is met and the game is controlled to an unprogressable state, and a specific error is detected, the specific error information can be displayed on the display means in parallel with the special information.
[0207] The achievement date and time image SS1 shown in FIG. 11(b) includes the information (text information) "Achievement date: October 12, 2023, 8:00 PM." The display of this achievement date and time image SS1 allows the player to confirm that the value identifiable from the post-power-recovery acquired coin count information reached the specified value at 8:00 PM. For example, if the time when the achievement date and time image SS1 is viewed is 9:00 PM on October 12, 2023, the display of the achievement date and time image SS1 shown in FIG. 11(b) allows the player to determine that one hour has passed since the game was placed in a non-progressible state. Assuming that the opening time is 10:00 AM and the setting value was changed before opening, the display of the achievement date and time image SS1 shown in FIG. 11(b) allows the player to infer that it took 10 hours for the value identifiable from the post-power-recovery acquired coin count information to reach the specified value.
[0208] As shown in FIG. 11(c), after the value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and is controlled to a non-progression state, the effect display device 15 may display an reached count image SS2 to notify the number of times within a predetermined period that the value identifiable from the post-power-recovery acquired coin count information has reached the predetermined value. If the front door 12 is then opened and a door-opening error is detected, the effect display device 15 displays a door-opening notification image OG to notify the detection of the door-opening error. Thus, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15. The door-opening notification image OG can be displayed on the effect display device 15 in parallel with the reached count image SS2. In other words, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15 in parallel with the reached count image SS2. That is, in this embodiment, after a special condition is met and the game is controlled to an unprogressable state, and a specific error is detected, the specific error information can be displayed on the display means in parallel with the specific information.
[0209] The number-of-times-achieved image SS2 shown in FIG. 11(c) includes the information (text information) "Congratulations! You've reached the 10th time." The display of this number-of-times-achieved image SS2 allows the player to confirm that the number of times within a given period of time that a value identifiable from the post-power-recovery acquired coin information has reached the specified value has reached "10 times." For example, a player who feels that "10 times" is "low" compared to the number of times a value identifiable from the post-power-recovery acquired coin information has reached the specified value can infer from the display of the number-of-times-achieved image SS2 shown in FIG. 11(c) that the gaming machine is difficult to set a highly advantageous setting value for. Furthermore, for example, some players who feel that "10 times" is "low" compared to the number of times a value identifiable from the post-power-recovery acquired coin information has reached the specified value may infer from the display of the number-of-times-achieved image SS2 shown in FIG. 11(c) that the gaming machine is malfunctioning, making it difficult for the value identifiable from the post-power-recovery acquired coin information to reach the specified value. Conversely, for example, a player who feels that the number of times that a value identifiable from the post-power-recovery acquired coin information reaches the specified value "10 times" is "high" can infer from the display of the number-of-times-reached image SS2 shown in FIG. 11(c) that the gaming machine is likely to be set to a highly advantageous setting value. Furthermore, for example, among players who feel that the number of times that a value identifiable from the post-power-recovery acquired coin information reaches the specified value "10 times" is "high," some players may infer from the display of the number-of-times-reached image SS2 shown in FIG. 11(c) that the gaming machine is performing well and that the value identifiable from the post-power-recovery acquired coin information is likely to reach the specified value. In this way, by knowing the number of times that a value identifiable from the post-power-recovery acquired coin information reaches the specified value within a given period, a player can infer whether the value identifiable from the post-power-recovery acquired coin information is likely to reach the specified value.
[0210] As shown in FIG. 11(d), after the value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and is controlled to a non-progression state, the effect display device 15 may display a setting value notification image SS3, announcing the setting value that was set when the value identifiable from the post-power-recovery acquired coin count information reached the predetermined value. If the front door 12 is then opened and a door-opening error is detected, the effect display device 15 displays a door-opening notification image OG, announcing that a door-opening error has been detected. In this way, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin count information reaches a predetermined value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15. The door-opening notification image OG can be displayed on the effect display device 15 in parallel with the setting value notification image SS3. That is, in the gaming machine 10, after a value identifiable from the acquired number information after power recovery reaches a specified value and the game is controlled to an unprogressable state, a door open error is detected, and then the door open notification image OG can be displayed on the effect display device 15 in parallel with the set value notification image SS3. That is, in this embodiment, after a special condition is established and the game is controlled to an unprogressable state, a specific error is detected, and then the specific error information can be displayed on the display means in parallel with the set value information.
[0211] Furthermore, after the value identifiable from the post-power-recovery acquired coin information reaches a predetermined value and is controlled to a non-progression state, the effect display device 15 may display a setting change date and time image SS4, announcing the date and time when the setting value that was set when the value identifiable from the post-power-recovery acquired coin information reached the predetermined value was set. If the front door 12 is then opened and a door-opening error is detected, the effect display device 15 displays a door-opening notification image OG, announcing the detection of the door-opening error. Thus, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin information reaches a predetermined value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15. The door-opening notification image OG can be displayed on the effect display device 15 in parallel with the setting change date and time image SS4. In other words, in the gaming machine 10, after the value identifiable from the post-power-recovery acquired coin information reaches a predetermined value and is controlled to a non-progression state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15 in parallel with the setting change date and time image SS4. That is, in this embodiment, after a special condition is met and the game is controlled to an unprogressable state, and a specific error is detected, the specific error information can be displayed on the display means in parallel with the special information.
[0212] The setting value notification image SS3 shown in FIG. 11(d) contains the information (text information) "The setting value was '2'." By displaying this setting value notification image SS3, the player can confirm that the setting value set when the value identifiable from the acquired number information after power restoration reached the specified value was '2'. For example, a player who feels that the setting value of '2' is "low in advantage" can feel joy at the display of the setting value notification image SS3 shown in FIG. 11(d) that the value identifiable from the acquired number information after power restoration reached the specified value despite the setting value being set with a low advantage. Conversely, a player who feels that the setting value of '2' is "high in advantage" can feel joy at the display of the setting value notification image SS3 shown in FIG. 11(d) that the setting value was set with a high advantage. Furthermore, for example, a player who feels that a setting value of "2" is "highly advantageous" can feel the joy of knowing that because a setting value with a high degree of advantage was set, the value that can be identified from the number of coins won information after power is restored has reached the specified value, as seen in the display of the setting value notification image SS3 shown in Figure 11(d).
[0213] The setting change date and time image SS4 shown in FIG. 11(d) contains the information (text information) "The setting value was set at 7:15 AM on October 12, 2023." The display of this setting change date and time image SS4 allows the player to confirm that the setting value was set at 7:15 AM on October 12, 2023. The display of the setting change date and time image SS4 shown in FIG. 11(d) allows the player to infer that the setting value was newly set before the arcade opened. The display of the setting change date and time image SS4 shown in FIG. 11(d) allows the player to infer that the setting value is changed every day at the arcade. In other words, the display of the setting change date and time image SS4 shown in FIG. 11(d) allows the player to infer that the arcade rarely opens without changing the setting value from the previous day (i.e., the setting value is left unchanged).
[0214] Furthermore, a player who checks the achievement date and time image SS1 shown in Figure 11(b) and the setting change date and time image SS4 shown in Figure 11(d) can infer that it took 10 hours for the value identifiable from the acquired number information after power restoration to reach the specified value, since business hours start at 10:00. Therefore, it can be inferred that the player should play the game assuming that it will take 10 hours for the value identifiable from the acquired number information after power restoration to reach the specified value.
[0215] In particular, a player who checks the setting value notification image SS3 shown in FIG. 11(d) can infer that when the setting value is set to "2," it will take 10 hours for the value identifiable from the acquired coin number information after power recovery to reach the specified value. In other words, if the setting value is "2," the player can infer that they should play the game assuming that it will take 10 hours for the value identifiable from the acquired coin number information after power recovery to reach the specified value. Furthermore, when the setting value is a setting value that is more advantageous than "2," the player can infer that the time it will take for the value identifiable from the acquired coin number information after power recovery to reach the specified value will be shorter than 10 hours. On the other hand, when the setting value is a setting value that is less advantageous than "2," the player can infer that the time it will take for the value identifiable from the acquired coin number information after power recovery to reach the specified value will be longer than 10 hours.
[0216] 11(a) to 11(d), after a value identifiable from the acquired coin number information after power restoration reaches a predetermined value and is controlled to an unprogressable state, image MJ1 is displayed on the effect display device 15 to notify the player of the unprogressable state. Furthermore, after a value identifiable from the acquired coin number information after power restoration reaches a predetermined value and is controlled to an unprogressable state, image MJ2 is displayed on the effect display device 15 to warn the player about addiction. Thereafter, when the front door 12 is opened and a door-opening error is detected, a door-opening notification image OG is displayed on the effect display device 15 to notify the player of the detection of a door-opening error. In this way, in the gaming machine 10, after a value identifiable from the acquired coin number information after power restoration reaches a predetermined value and is controlled to an unprogressable state, and a door-opening error is detected, the door-opening notification image OG can be displayed on the effect display device 15. The door-opening notification image OG can be displayed on the effect display device 15 in parallel with image MJ1. That is, in the gaming machine 10, after a value identifiable from the acquired number information after power restoration reaches a specified value and the gaming machine is controlled to a state where progress cannot be made and a door open error is detected, the door open notification image OG can be displayed on the performance display device 15 in parallel with the image MJ1. The door open notification image OG can be displayed on the performance display device 15 in parallel with the image MJ2. That is, in the gaming machine 10, after a value identifiable from the acquired number information after power restoration reaches a specified value and the gaming machine is controlled to a state where progress cannot be made and a door open error is detected, the door open notification image OG can be displayed on the performance display device 15 in parallel with the image MJ2.
[0217] The effects of this embodiment will be described below. (1) The display device 15 can display an achievement date and time image SS1 that can identify at least one of the date and time when a value identifiable from the acquired number information after power restoration reached a specified value and the date and time when the game was controlled to an unplayable state. This makes it easier to understand, for example, how long it took for the value identifiable from the acquired number information after power restoration to reach a specified value or how long it took for the game to be controlled to an unplayable state. By making it easier to understand information about such an unplayable state, it is possible to provide the player with the enjoyment of guessing how long it should take for the value identifiable from the acquired number information after power restoration to reach a specified value or to be controlled to an unplayable state.
[0218] Furthermore, after the value identifiable from the acquired number information after power is restored reaches a specified value and is controlled to a progress-disabled state, the selection button SB can be operated to display the achievement date and time image SS1 on the effect display device 15. By operating the selection button SB that can be operated by the player, the achievement date and time image SS1 can be displayed on the effect display device 15. In this way, by being able to select the display of the achievement date and time image SS1, it is possible to reduce the annoyance caused by the achievement date and time image SS1 being displayed when it is not needed.
[0219] (2) The effect display device 15 can display an arrival count image SS2 that can identify at least one of the number of times a value identifiable from the post-power recovery acquired number information reached a specified value within a predetermined period and the number of times the game was controlled to an unplayable state within a predetermined period. This makes it easy to understand, based on the arrival count image SS2, how often a value identifiable from the post-power recovery acquired number information reaches a specified value or how often the game is controlled to an unplayable state. By making it easy to understand information about such unplayable states, it is possible to provide the player with the enjoyment of guessing, for example, whether a value identifiable from the post-power recovery acquired number information is likely to reach a specified value or be controlled to an unplayable state.
[0220] Furthermore, after the value that can be determined from the acquired number information after power is restored reaches a specified value and is controlled to a progress-disabled state, the selection button SB can be operated to display the reached number image SS2 on the effect display device 15. By operating the selection button SB that can be operated by the player, the reached number image SS2 can be displayed on the effect display device 15. In this way, by being able to select the display of the reached number image SS2, it is possible to reduce the annoyance caused by the reached number image SS2 being displayed when it is not needed.
[0221] (3) The effect display device 15 can display a setting value notification image SS3 that can identify at least one of the setting value that was set when the value identifiable from the information on the number of coins acquired after power recovery reached the specified value and the setting value that was set when the game was controlled to an unprogressable state. This makes it easier to understand the relationship between the value identifiable from the information on the number of coins acquired after power recovery reaching the specified value and the setting value. By making it easier to understand the relationship between the value identifiable from the information on the number of coins acquired after power recovery reaching the specified value and the setting value, the fun of guessing the setting value can be improved.
[0222] Furthermore, by operating the selection button SB after the value that can be determined from the information on the number of coins acquired after power is restored reaches a specified value and the game is controlled to a state where progress is disabled, the setting value notification image SS3 can be displayed on the effect display device 15. By operating the selection button SB that can be operated by the player, the setting value notification image SS3 can be displayed on the effect display device 15. In this way, by making it possible to select whether or not to display the setting value notification image SS3, it is possible to reduce the annoyance caused by the setting value notification image SS3 being displayed when it is not required.
[0223] (4) The effect display device 15 can display a setting change date and time image SS4 that can identify at least one of the date and time when the setting value that was set when the value identifiable from the acquired number information after power recovery reached a specified value and the date and time when the setting value that was set when the game was controlled to an unplayable state was set. This makes it easy to understand when the setting value was changed or how long the setting value remained unchanged based on the setting change date and time image SS4. By making it easy to understand information about an unplayable state, such as "when the setting value was changed" or "how long the setting value remained unchanged," it is possible to provide the enjoyment of guessing, for example, whether the game center is one that rarely changes the setting value or one that changes the setting value daily.
[0224] Furthermore, by operating the selection button SB after the value that can be determined from the acquired number information after power is restored reaches a specified value and the game is controlled to a state where progress cannot be made, the setting change date and time image SS4 can be displayed on the effect display device 15. By operating the selection button SB that can be operated by the player, the setting change date and time image SS4 can be displayed on the effect display device 15. In this way, by making it possible to select whether or not to display the setting change date and time image SS4, it is possible to reduce the annoyance caused by the setting change date and time image SS4 being displayed when it is not needed.
[0225] (5) As medals are awarded, a value identifiable from the post-power-recovery medal count information may reach a predetermined value. In other words, the player who acquires the awarded medals is involved in the value identifiable from the post-power-recovery medal count information reaching the predetermined value. This increases the player's interest in the value identifiable from the post-power-recovery medal count information reaching the predetermined value and the associated control to a progress-disabled state, contributing to increased enjoyment.
[0226] (6) After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, and a door open error is detected, the door open notification image OG can be displayed on the performance display device 15 in parallel with the achievement date and time image SS1. This makes it possible to grasp that a door open error has been detected even when the achievement date and time image SS1 is displayed. In other words, it is possible to prevent a player from failing to notice that a door open error has been detected because the achievement date and time image SS1 is displayed.
[0227] (7) After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, and a door opening error is detected, the door opening notification image OG can be displayed on the performance display device 15 in parallel with the reached number image SS2. This makes it possible to grasp that a door opening error has been detected even when the reached number image SS2 is displayed. In other words, it is possible to prevent a person from noticing that a door opening error has been detected because the reached number image SS2 is displayed.
[0228] (8) After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, and a door open error is detected, the door open notification image OG can be displayed on the performance display device 15 in parallel with the setting value notification image SS3. This makes it possible to grasp that a door open error has been detected even when the setting value notification image SS3 is displayed. In other words, it is possible to prevent a player from failing to notice that a door open error has been detected because the setting value notification image SS3 is displayed.
[0229] (9) After the value identifiable from the acquired number information after power recovery reaches a specified value and the game is controlled to an unprogressable state, and a door open error is detected, the door open notification image OG can be displayed on the performance display device 15 in parallel with the setting change date and time image SS4. This makes it possible to grasp that a door open error has been detected even when the setting change date and time image SS4 is displayed. In other words, it is possible to prevent the player from noticing that a door open error has been detected because the setting change date and time image SS4 is displayed.
[0230] (10) When the game is controlled to the progress-disabled state, the volume cannot be adjusted even by operating the selection button SB. Also, when the game is controlled to the progress-disabled state, the brightness cannot be adjusted even by operating the selection button SB. Thus, when the game is controlled to the progress-disabled state, the effect elements cannot be adjusted even by operating the selection button SB. Since the game does not progress after the progress-disabled state, there is less need to adjust the effect elements, and therefore the impact of making the effect elements unadjustable is minimal. Because the achievement date and time image SS1 can be displayed by operating the selection button SB after the progress-disabled state, there is no need to provide an operation means operated to display the achievement date and time image SS1 separately from the operation means for adjusting the effect elements. Similarly, because the achievement count image SS2 can be displayed by operating the selection button SB after the progress-disabled state, there is no need to provide an operation means operated to display the achievement count image SS2 separately from the operation means for adjusting the effect elements. Furthermore, because the setting value notification image SS3 can be displayed by operating the selection button SB after the progress-disabled state, there is no need to provide an operation means operated to display the setting value notification image SS3 separately from the operation means for adjusting the effect elements. Similarly, since the setting change date and time image SS4 can be displayed by operating the selection button SB after being controlled to such an unprogressable state, there is no need to provide an operating means for operating to display the setting change date and time image SS4 separately from an operating means for adjusting the presentation elements.
[0231] (11) Even if the game becomes unable to proceed after the value identifiable from the acquired number information reaches a predetermined value after power is restored, the settlement process for the game media can be executed. This prevents a situation in which the game becomes unable to proceed due to the game media not being settled due to the settlement process not being executed, thereby preventing a decrease in convenience.
[0232] (12) Even if the device becomes unable to proceed because a value identifiable from the acquired number information after power recovery reaches a predetermined value, the setting value confirmation process can be executed. This prevents the device from becoming unable to proceed due to the setting value confirmation process not being executed due to the device becoming unable to proceed, thereby preventing a decrease in convenience.
[0233] (13) Even if the machine enters a state where it cannot proceed after the value identifiable from the acquired number information after power recovery reaches a predetermined value, the door open detection process can be executed. This prevents a situation where the machine enters a state where it cannot proceed, the door open detection process is not executed, and a door open error is not detected, thereby preventing a decrease in convenience.
[0234] (14) The effect display device 15 can display an achievement date and time image SS1, a number of times reached image SS2, a setting value notification image SS3, and a setting change date and time image SS4. By combining the contents that can be inferred from each of the images, the achievement date and time image SS1, the number of times reached image SS2, the setting value notification image SS3, and the setting change date and time image SS4, it is possible to provide the enjoyment of making further inferences.
[0235] (15) For example, since the administrator of the gaming machine 10 can display the error history, after the gaming machine 10 has been controlled to an unplayable state, the administrator can confirm that an event for which the error history is displayed has occurred and the date and time of the event, without having to re-control the gaming machine to an unplayable state. By allowing the administrator to confirm such information, it becomes possible to make adjustments, such as lowering the advantageous value of the setting value to lengthen the period until the gaming machine is controlled to an unplayable state.
[0236] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. As shown in FIG. 12 , after a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, the performance display device 15 may be capable of displaying an achievement date and time image SS1 and a number of times reached image SS2 in parallel. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, the performance display device 15 may be capable of displaying an achievement date and time image SS1 and a setting value notification image SS3 in parallel. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, the performance display device 15 may be capable of displaying an achievement date and time image SS1 and a setting change date and time image SS4 in parallel. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, the performance display device 15 may be capable of displaying an achievement count image SS2 and a setting value notification image SS3 in parallel. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a non-progression state, the performance display device 15 may be capable of displaying an achievement count image SS2 and a setting change date and time image SS4 in parallel. Furthermore, after the value that can be identified from the acquired number information after power is restored reaches a specified value and is controlled to a state where progress cannot be made, the performance display device 15 may be unable to display the setting value notification image SS3 and the setting change date and time image SS4 in parallel.
[0237] After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress cannot be made, the performance display device 15 may be able to display an achievement date and time image SS1 without operating the selection button SB. After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress cannot be made, the performance display device 15 may be able to display an achievement count image SS2 without operating the selection button SB. After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress cannot be made, the performance display device 15 may be able to display a setting value notification image SS3 without operating the selection button SB. After the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress cannot be made, the performance display device 15 may be able to display a setting change date and time image SS4 without operating the selection button SB. For example, after the value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress is disabled, the performance display device 15 may be configured to display an achievement date and time image SS1, a number of times reached image SS2, a setting value notification image SS3, and a setting change date and time image SS4, as shown in Fig. 12. At this time, for example, the performance display device 15 may be configured to display some of the images among the achievement date and time image SS1, the number of times reached image SS2, the setting value notification image SS3, and the setting change date and time image SS4. When configured as above, the performance display device 15 may be configured not to display some or all of the option images MN1 to MN3.
[0238] The gaming machine in the above embodiment may be embodied as a gaming machine that can display one or more of the achievement date and time image SS1, the number of times reached image SS2, the setting value notification image SS3, and the setting change date and time image SS4. In other words, the gaming machine in the above embodiment may be embodied as a gaming machine that does not display some of the achievement date and time image SS1, the number of times reached image SS2, the setting value notification image SS3, and the setting change date and time image SS4.
[0239] After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress is disabled, if an achievement date and time image SS1 is displayed on the performance display device 15, one or both of the images MJ1 and MJ2 may be configured not to be displayed on the performance display device 15. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress is disabled, if an achievement count image SS2 is displayed on the performance display device 15, one or both of the images MJ1 and MJ2 may be configured not to be displayed on the performance display device 15. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress is disabled, if a setting value notification image SS3 is displayed on the performance display device 15, one or both of the images MJ1 and MJ2 may be configured not to be displayed on the performance display device 15. After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to a state where progress is disabled, if a setting change date and time image SS4 is displayed on the performance display device 15, one or both of the images MJ1 and MJ2 may be configured not to be displayed on the performance display device 15.
[0240] The performance display device 15 may be configured not to display one or both of the images MJ1 and MJ2. After the value that can be identified from the acquired number information after power recovery reaches a specified value and the game is controlled to an unprogressable state, the performance display device 15 may be configured not to issue a warning about addiction.
[0241] The date and time when the value identifiable from the post-power recovery acquired number information reached a specified value (i.e., the date and time when the special condition was met) may be different from the date and time when the game was controlled to an unprogressable state. For example, the date and time when the value identifiable from the post-power recovery acquired number information reached a specified value may be different from the date and time when the game was controlled to an unprogressable state. Furthermore, the display of the achievement date and time image SS1 may be configured to make it possible to identify at least one of the date and time when the value identifiable from the post-power recovery acquired number information reached a specified value and the date and time when the game was controlled to an unprogressable state.
[0242] The number of times that a value identifiable from the post-power recovery acquired number information reaches a specified value (i.e., the number of times that a special condition is met) may differ from the number of times that the game is controlled to an unprogressable state. For example, the number of times that a value identifiable from the post-power recovery acquired number information reaches a specified value within a specified period may differ from the number of times that the game is controlled to an unprogressable state. Furthermore, by displaying the number-of-reach images SS2, it may be possible to specify at least one of the number of times that a value identifiable from the post-power recovery acquired number information reaches a specified value within a specified period and the number of times that the game is controlled to an unprogressable state.
[0243] The date and time when the setting value that was set when the value identifiable from the acquired number information after power recovery reached the specified value (i.e., when a special condition was met) was set may be different from the date and time when the setting value that was set when the game was controlled to the unplayable state. For example, the date and time when the setting value that was set when the value identifiable from the acquired number information after power recovery reached the specified value may be different from the date and time when the setting value that was set when the game was controlled to the unplayable state was set. Furthermore, the display of the setting change date and time image SS4 may be configured to allow identification of at least one of the date and time when the setting value that was set when the value identifiable from the acquired number information after power recovery reached the specified value was set and the date and time when the setting value that was set when the game was controlled to the unplayable state was set.
[0244] After a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to an unprogressable state, and a door opening error is detected, the door opening notification image OG may be displayed on the performance display device 15 in place of the achievement date and time image SS1, or by partially or completely overlapping the achievement date and time image SS1. Similarly, after a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to an unprogressable state, and a door opening error is detected, the door opening notification image OG may be displayed on the performance display device 15 in place of the reached number of times image SS2, or by partially or completely overlapping the reached number of times image SS2. Furthermore, after a value identifiable from the acquired number information after power recovery reaches a specified value and is controlled to an unprogressable state, and a door opening error is detected, the door opening notification image OG may be displayed on the performance display device 15 in place of the set value notification image SS3, or by partially or completely overlapping the set value notification image SS3. After the value identifiable from the acquired number information after power is restored reaches a specified value and the game is controlled to an unprogressable state, and then a door opening error is detected, the door opening notification image OG may be displayed on the performance display device 15 in place of the setting change date and time image SS4, or by overlapping part or all of it with the setting change date and time image SS4.
[0245] After the value identifiable from the post-power recovery coin number information reaches a specified value and is controlled to an unprogressable state, the performance display device 15 may be capable of displaying information that can identify the setting value that was previously set when the value identifiable from the post-power recovery coin number information reached a specified value. For example, after the value identifiable from the post-power recovery coin number information reaches a specified value and is controlled to an unprogressable state, the performance display device 15 may be capable of displaying information that can identify the setting value that was previously set when the value identifiable from the post-power recovery coin number information reached a specified value. For example, when the value identifiable from the post-power recovery coin number information has reached a specified value and been controlled to an unprogressable state two or more times in the past, the performance display device 15 may be capable of displaying two or more pieces of "information that can identify the setting value that was previously set when the value identifiable from the post-power recovery coin number information reached a specified value" in parallel.
[0246] After the value identifiable from the post-power recovery coin number information reaches a specified value and is controlled to an unprogressable state, the performance display device 15 may be capable of displaying information that can identify the date and time when the value identifiable from the post-power recovery coin number information reached the specified value in the past. For example, after the value identifiable from the post-power recovery coin number information reaches a specified value and is controlled to an unprogressable state, the performance display device 15 may be capable of displaying information that can identify the date and time when the value identifiable from the post-power recovery coin number information reached the specified value one time before. For example, when the value identifiable from the post-power recovery coin number information has reached the specified value and been controlled to an unprogressable state two or more times in the past, the performance display device 15 may be capable of displaying two or more "information that can identify the date and time when the value identifiable from the post-power recovery coin number information reached the specified value" in parallel.
[0247] The situation in which the volume is adjustable may be changed. In other words, the situation in which the volume is not adjustable may be changed. For example, the situation in which the volume is adjustable may include one or both of a situation in which the game is controlled to a setting value changeable state and a situation in which the game is controlled to a setting value confirmation state. In other words, even when the game is controlled to either the setting value changeable state or the setting value confirmation state, the volume may be configured to be adjustable by operating the selection button SB. For example, the situation in which the volume is adjustable may include a situation in which the game is controlled to a progress-impossible state. In other words, the gaming machine 10 may be configured to allow the volume to be adjusted by operating the selection button SB even when the game is controlled to a progress-impossible state. For example, during a certain period of time when a game progress process is being performed, the volume may be configured to be unadjustable even if the selection button SB is operated.
[0248] The situation in which the brightness is adjustable may be changed. In other words, the situation in which the brightness is not adjustable may be changed. For example, the situation in which the brightness is adjustable may include one or both of a situation in which the setting value is changed and a situation in which the setting value is confirmed. In other words, even when the setting value is changed or the setting value is confirmed, the brightness may be adjustable by operating the selection button SB. For example, the situation in which the brightness is adjustable may include a situation in which the game is disabled. In other words, the gaming machine 10 may be configured to allow the brightness to be adjusted by operating the selection button SB even when the game is disabled. For example, during a certain period of time when the game progress processing is being performed, the brightness may be disabled even if the selection button SB is operated.
[0249] If the game becomes unable to proceed because a value identifiable from the acquired number information after power recovery has reached a specified value, the settlement process related to the settlement of gaming media may be made unexecutable.If the game becomes unable to proceed because a value identifiable from the acquired number information after power recovery has reached a specified value, the setting value confirmation process may be made unexecutable.Even if the game becomes unable to proceed because a value identifiable from the acquired number information after power recovery has reached a specified value, the door open detection process may be made unexecutable.
[0250] The special condition may be changed. For example, the special condition may be configured to be fulfilled when the total number of medals awarded within a predetermined period reaches a predetermined number. Even in this case, the special condition can be considered to be fulfilled when game media are awarded. For example, the special condition may be fulfilled when the total number of medals consumed within a predetermined period reaches a predetermined number. In this way, the special condition does not have to be fulfilled when game media are awarded. Note that the predetermined period here may be the period from when power supply is started, or the period from when power supply is started until the first jackpot is awarded.
[0251] The specific error may be changed. The specific error is not limited to a door open error. The specific error may be a throw-in error related to the throw-in of game media. For example, the throw-in error may be an error caused by a medal getting stuck in the medal selector. For example, the throw-in error may be detectable by the throw-in sensor SE4 and a sensor (hereinafter referred to as the selector sensor) disposed in the medal selector. In this case, the throw-in sensor SE4 and the selector sensor function as specific error detection means. The specific error may be a payout error related to the payout of game media. For example, the payout error may be an error caused by the medals stored in the hopper unit HU running out. For example, the payout error may be detectable by a sensor (hereinafter referred to as the hopper sensor) provided in the hopper unit HU. In this case, the hopper sensor functions as specific error detection means. Alternatively, the specific error may be a main RWM error that occurs when an abnormality occurs in the memory contents of the main RWM 43, or a sub-RWM error that occurs when an abnormality occurs in the memory contents of the sub-RWM 53.
[0252] The error history does not have to be displayable. The error history does not have to be displayable only when the setting value is being confirmed. The error history may be configured to be undisplayable when the setting value is being confirmed. For example, the error history may be configured to be displayable when the setting value can be changed. For example, the error history may be configured to be displayable when the device is in a controlled, unprogressable state triggered by the value identifiable from the number of sheets obtained after power recovery reaching a specified value.
[0253] In the above embodiment, the most recent 10 events among the events that are the subject of display in the error history are displayed, but the number does not have to be 10; for example, it may be 5 or 30. Furthermore, the error history may be configured to display all "events that are the subject of display in the error history" since the gaming machine was manufactured. Note that the "period during which 10 events that are the subject of display in the error history occur" in the above embodiment can also be considered a predetermined period. As described above, the period displayed as the error history may be shorter or longer than in the above embodiment.
[0254] The date and time do not have to be configurable. For example, a radio-controlled clock may be installed, and the date and time may be determined from the radio-controlled clock. Furthermore, the date and time do not have to be configured to be set only when the setting value confirmation state is active. Furthermore, the date and time may not be set when the setting value confirmation state is active. For example, the date and time may be configured to be set when the setting value can be changed. For example, the date and time may be configured to be set when the device is in a controlled, non-progressive state triggered by the value identifiable from the acquired number information after power recovery reaching a specified value.
[0255] The system may be configured so that initialization of the history related to the unprogressable state cannot be performed. Furthermore, initialization of the history related to the unprogressable state does not have to be configured so that it can be performed only when the setting value confirmation state is in effect. Furthermore, the system may be configured so that initialization of the history related to the unprogressable state cannot be performed when the setting value confirmation state is in effect. For example, the system may be configured so that initialization of the history related to the unprogressable state can be performed when the setting value can be changed. For example, the system may be configured so that initialization of the history related to the unprogressable state can be performed when the unprogressable state is controlled by triggering the value identifiable from the acquired number information after power recovery to reach a specified value.
[0256] When the value identifiable from the acquired coin number information after power recovery reaches a predetermined value and the game is controlled to an unplayable state, the effect display device 15 may be configured to display another image together with at least one of the images MJ1 and MJ2, or in place of at least one of the images MJ1 and MJ2. For example, this "other image" may be an image containing some or all of the information (text information) "The complete function has been activated," "The maximum payout limit for one day has been reached," and "Today's game is over."
[0257] For example, if the settlement process is executed when the game is not controlled to a state where progress is impossible, the performance display device 15 may be configured to issue a warning about getting stuck. On the other hand, if the settlement process is executed when the game is controlled to a state where progress is impossible, the performance display device 15 may be configured not to issue a warning about getting stuck. For example, the warning about getting stuck may be issued by displaying image MJ2, or may be issued by displaying an image different from image MJ2.
[0258] The recovery error state in the above embodiment can be considered a type of unplayable state in which gameplay cannot proceed. In the recovery error state, control similar to that in the unplayable state triggered by a value identifiable from the post-power-recovery acquired coin information reaching a predetermined value may be performed. Furthermore, in the recovery error state, some or all of the control performed in the unplayable state triggered by a value identifiable from the post-power-recovery acquired coin information reaching a predetermined value may be omitted. Conversely, in the unplayable state triggered by a value identifiable from the post-power-recovery acquired coin information reaching a predetermined value, some or all of the control performed in the recovery error state may be omitted. In this example, the "control performed in the unplayable state triggered by a value identifiable from the post-power-recovery acquired coin information reaching a predetermined value" refers to the settlement process, the setting value confirmation process, and the door open detection process in the above embodiment. For example, the door open detection process may be configured to be performed in both the recovery error state and the unplayable state triggered by a value identifiable from the post-power-recovery acquired coin information reaching a predetermined value. For example, the setting value confirmation process may be configured not to be executed in a recovery error state, but to be executed in a non-progression state that is controlled when a value that can be identified from the acquired number information after power recovery reaches a specified value.
[0259] After being controlled to an unprogressable state, even when the device is not controlled to an unprogressable state, the effect display device 15 may be capable of displaying the achievement date and time image SS1. For example, even after being controlled to an unprogressable state but not controlled to an unprogressable state, the effect display device 15 may be configured to be capable of identifying at least one of the date and time when a value identifiable from the post-power-recovery acquired number information reached a specified value and the date and time when the device was controlled to an unprogressable state. Similarly, even after being controlled to an unprogressable state but not controlled to an unprogressable state, the effect display device 15 may be capable of displaying the number-of-achievements image SS2. For example, even after being controlled to an unprogressable state but not controlled to an unprogressable state, the effect display device 15 may be configured to be capable of identifying at least one of the number of times a value identifiable from the post-power-recovery acquired number information reached a specified value within a predetermined period and the number of times the device was controlled to an unprogressable state. Furthermore, even after being controlled to an unprogressable state but not controlled to an unprogressable state, the effect display device 15 may be capable of displaying the setting value notification image SS3. For example, even after being controlled to an unprogressable state, and even when not being controlled to an unprogressable state, it may be possible to identify at least one of the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value and the setting value that was set when the game was controlled to an unprogressable state. Similarly, even after being controlled to an unprogressable state, and even when not being controlled to an unprogressable state, the performance display device 15 may be capable of displaying the setting change date and time image SS4. For example, even after being controlled to an unprogressable state, and even when not being controlled to an unprogressable state, it may be possible to identify at least one of the date and time that the setting value that was set when the value identifiable from the post-power-recovery acquired number information reached a specified value and the date and time that the setting value that was set when the game was controlled to an unprogressable state was set.
[0260] The post-power-recovery acquired number information may be configured to be stored and maintained in the main RWM 43 even after the power supply is cut off. When the power supply is resumed, if the value identifiable from the post-power-recovery acquired number information has reached a specified value, the system may be controlled to enter a non-progress state triggered by the value identifiable from the post-power-recovery acquired number information having reached the specified value.
[0261] If the remaining value until the value identifiable from the information on the number of coins acquired after power recovery reaches a specified value falls below the notification start reference value, the effect display device 15 may be configured to display an image (information) that identifies the remaining value until the value identifiable from the information on the number of coins acquired after power recovery reaches the specified value.If the remaining value until the value identifiable from the information on the number of coins acquired after power recovery reaches the specified value falls below the notification start reference value and then becomes higher than the notification start reference value, the display of the image that identifies the remaining value until the value identifiable from the information on the number of coins acquired after power recovery reaches the specified value may be terminated.
[0262] The settlement process may be configured not to be performed as an interrupt process. For example, if the settlement process is not performed as an interrupt process, in the non-progression process, for example, the processes of steps S202 and S205 are not performed, and the settlement process may be configured to be performed in a non-progression state that is controlled when a value identifiable from the acquired number information after power recovery reaches a specified value.
[0263] The setting value confirmation process may be configured not to be performed as an interrupt process. For example, if the setting value confirmation process is not performed as an interrupt process, in the unprogression process, for example, the processes of steps S203 and S206 are not performed, and the setting value confirmation process may be configured to be performed in an unprogression state that is controlled when a value identifiable from the acquired number information after power recovery reaches a specified value.
[0264] The door open detection process may be configured not to be performed as an interrupt process. If the door open detection process is not performed as an interrupt process, the process of steps S204 and S207 may not be performed in the unprogressable state, and the door open detection process may be performed in an unprogressable state that is triggered by the value identifiable from the acquired number information after power recovery reaching a specified value.
[0265] In the above embodiments, the presence or absence of detection signals from various sensors (so-called ON / OFF states) may be configured to be updated during interrupt processing. In the above embodiments, the presence or absence of detection signals from various switches (so-called ON / OFF states) may be configured to be updated during interrupt processing. In the above embodiments, the presence or absence of detection signals from various operating means (so-called ON / OFF states) may be configured to be updated during interrupt processing.
[0266] The gaming machine in the above embodiment may be configured to be able to execute a variable game even if the bet is not "3 coins." For example, a different role selection table may be provided for each bet. For example, when a different role selection table is referenced for each bet, the main ROM 42 may store a different role selection table for each bet. In the gaming machine 10 configured as described above, the prize determined for the payout role may vary depending on the bet. For example, for a bell role, the payout may be determined to be "1 coin" when the bet is "1 coin," "2 coins" when the bet is "2 coins," and "15 coins" when the bet is "3 coins." Furthermore, for example, when a replay is activated, the same bet as the bet set in the previous variable game may be set. For example, when a replay wins in a variable game that was started when the bet was set to "1 coin," the bet may be set to "1 coin" again.
[0267] The gaming machine in the above embodiment may be embodied as a slot machine in which a bonus game is initiated (awarded) when a symbol combination (bonus stop) corresponding to a bonus role is derived in a variable game. The period during which the bonus game is initiated may be configured to be included in a favorable zone. In a slot machine capable of initiating a bonus game, the state in which a bonus role is permitted to be won is referred to as a "carryover state" or "internal state." For example, if a value identifiable from the post-power-recovery winning number information reaches a predetermined value during a bonus game, the machine may be configured to be controlled to a non-progression state after the bonus game ends. For example, if a value identifiable from the post-power-recovery winning number information reaches a predetermined value during a bonus game, the bonus game may be suspended and controlled to a non-progression state.
[0268] The gaming machine 10 may be a gaming machine that uses gaming media other than medals. For example, the gaming machine may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. Alternatively, the gaming media may be managed by data (information). That is, the gaming machine 10 may be a so-called managed gaming machine. That is, the gaming machine 10 may be a medalless gaming machine. A medalless gaming machine may be configured to store the number of owned medals, including medals loaned from the sand unit, as data instead of or in addition to credits. The number of owned medals is also referred to as "owned balls" or "owned medals." In this case, when the owned balls are stored as data, the settlement process of this embodiment may be applied to the process of refunding (transferring) the owned balls to the sand unit. Furthermore, the settlement process of this embodiment may be applied to the process of returning the number of medals set as the bet to the owned balls stored as data. Medals in a medalless gaming machine can also be considered virtual media. The virtual media corresponds to gaming value.
[0269] The game machine may be configured so that credits can be increased even while a variable game is being played. For example, if a variable game is being played and the credits have not reached the upper limit, the game machine may be configured so that credits can be increased by one by inserting a medal into the medal slot 17. In a medal-less gaming machine, for example, the game machine may be configured so that medals lent from the sand unit can be added to the balls stored as data even while a variable game is being played.
[0270] The gaming machine in the above embodiment may be embodied as a pachinko gaming machine. In pachinko gaming machines, a jackpot game generally occurs after a jackpot lottery is won. In pachinko gaming machines, gaming balls correspond to gaming value. In pachinko gaming machines, for example, when a ball removal button is operated to pay off gaming balls stored in a storage tray (so-called upper tray or lower tray) that stores gaming balls, the stored gaming balls are electronically paid off and settled. Furthermore, the pachinko gaming machine may be capable of storing the number of gaming balls as data and of playing a variable game by firing and consuming the gaming balls stored as data. In other words, the above embodiment may be embodied as a pachinko gaming machine (so-called a managed gaming machine) that does not pay out physical gaming media. The gaming balls stored as data can also be considered virtual media. The virtual media corresponds to gaming value. In a pachinko gaming machine as a controlled gaming machine, the settlement process of this embodiment may be applied to the process of paying back game balls held by the player to the sand unit. In a pachinko gaming machine, the jackpot lottery corresponds to an internal lottery. The function of the internal lottery means is realized by the CPU performing the jackpot lottery. As with the gaming machine 10, the pachinko gaming machine may be configured to allow a setting value to be set. The pachinko gaming machine may be configured to perform the jackpot lottery according to the set setting value.
[0271] The type of setting value may be one type. Even if there are multiple types of setting values, some of the multiple setting values may be configured to use the same role selection table in the role selection. Also, the setting value does not have to be configured to be changeable.
[0272] The functions of the main board 40 in the above embodiment may be divided among multiple boards. The main CPU 41 may be composed of multiple CPUs mounted on a single board. The functions of the sub-board 50 in the above embodiment may be realized by dividing them into multiple boards. For example, a display board specifically for controlling the performance display device 15, a sound board specifically for controlling the speaker 14, and a lamp board specifically for controlling the decorative lamp 13 may be provided, and a master board for overall control of these boards may also be provided. Furthermore, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.
[0273] The gaming machine may not have some or all of the slot availability display unit, replay display unit, wait display unit, status display unit, advantageous zone display unit, 1 bet number display unit to 3 bet number display unit, credit display unit, and payout display unit. For example, the gaming machine may not have an advantageous zone display unit. Alternatively, for example, the gaming machine may not have a payout display unit. The various display units of the information panel 30 do not need to be provided on the same member (in the above embodiment, the information panel 30), and for example, some or all of the display units may be provided on different members.
[0274] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (A-1) A gam...
Claims
[Claim 1] In a gaming machine that can be controlled to a state where a game cannot be played, specific error detection means capable of detecting a specific error; an immobilization state control means capable of controlling the game to the immobilization state when a special condition is met; A display means; a display control means capable of controlling the display means, The special conditions may be fulfilled in association with the awarding of gaming media, the display means is capable of displaying specific information that can identify at least one of the number of times the special condition has been satisfied within a predetermined period of time and the number of times the game has been controlled to the progress-impossible state within the predetermined period of time after the special condition has been satisfied and the game has been controlled to the progress-impossible state, the display means is capable of displaying, after the special condition is established and the game is controlled to the progress-impossible state, special information that can identify at least one of the time when the setting value that was set when the special condition was established was set and the time when the setting value that was set when the game was controlled to the progress-impossible state was set; the display means is capable of displaying specific error information that can identify the detection of the specific error after the specific error is detected, A gaming machine characterized in that after the special condition is met and the game is controlled to the unprogressable state, and after the specific error is detected, the specific error information can be displayed on the display means in parallel with the specific information.
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