gaming machines
The gaming machine addresses display and sound management during power restoration by using backup mechanisms and controlled cues to inform players about the game state and value return, enhancing transparency and seamlessness.
Patent Information
- Application Number
- JP2021169542
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-15
- Publication Date
- 2026-01-27
- Estimated Expiration
- 2041-10-15
AI Technical Summary
Existing gaming machines fail to effectively manage the display and sound output during power restoration, potentially misleading players about the machine's status and game state.
A gaming machine with improved control over display and sound output, featuring a backup mechanism to maintain the game state during power loss, displaying recovery images and specific sounds to indicate game restoration, and suggesting operations to players.
Enhances player awareness of the restoration process by clearly indicating game state and value return through controlled display and sound cues, ensuring a seamless and transparent gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Conventionally, there are gaming machines that can be controlled to a jackpot gaming state advantageous to a player, in which, after a power supply is cut off, the gaming state before the power supply is cut off is maintained, and when the power supply is restarted, the gaming state that was maintained is resumed.
[0003] Among such gaming machines, there is known a gaming machine that displays a preparation image indicating that preparation for display control is being made when power supply is resumed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2019-092833 Summary of the Invention [Problem to be solved by the invention]
[0005] According to the gaming machine of Patent Document 1, it is possible to restore the gaming machine from a state where the power supply has been cut off based on the gaming state before the power supply was cut off. However, for example, depending on the gaming state, music may be output, and if the music continues to play even when the machine is in the process of restoring, it is expected that the fact that the machine is in the process of restoring will not be recognized by the outside world, and there is room for further improvement.
[0006] The present invention has been devised in view of the above circumstances, and its object is to provide a gaming machine with improved control over the display of the recovery image. [Means for solving the problem]
[0007] A gaming machine capable of playing games, an operating means operable by a player; a sound output means capable of outputting sound; a backup means for maintaining a gaming state before the power supply to the gaming machine is stopped when the power supply to the gaming machine is stopped; a display means capable of displaying an image; the operation means includes a return operation means that is operated to return the gaming value to the player, the backup means maintains the gaming state when power supply to the gaming machine is stopped, The display means When the power supply to the gaming machine is stopped and then resumed, and the game is resumed in the game state maintained by the backup means, a recovery image is displayed. It is possible , When the restoration image is not displayed, a demonstration image that can be displayed during a period when a game is not being played is displayed based on the game value being returned to the player by operating the return operation means, and When the restoration image is being displayed, even if the game value is returned to the player by operating the return operation means, the restoration image is continued to be displayed without displaying the demonstration image; The gaming state includes a normal state and a specific state different from the normal state, the sound output means is capable of outputting a specific musical sound corresponding to the specific state in the specific state, The sound output means, while the restoring image is being displayed, Even if the game state held by the backup means is the specific state, the specific musical sound is not output, outputting a return sound indicating that the gaming value will be returned to the player based on the operation of the return operation means; The operation means is a bet amount setting operation means operated to set a bet amount. and a stop operation means that is operated to stop the variable display of the identification information, The sound output means, while the restoring image is being displayed, A bet number setting sound is output based on the operation of the bet number setting operation means. death, an operation suggestion sound that suggests an operation mode of the stop operation means can be output; The display means can display an operation suggestion image suggesting an operation mode of the stop operation means while the recovery image is being displayed. [Brief explanation of the drawings]
[0008] [Figure 1] 1A and 1B are a front view and a diagram showing an example of the main internal configuration of a slot machine. [Figure 2] FIG. 1 is a perspective view showing the internal structure of a slot machine. [Figure 3] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 4] FIG. 10 is a diagram for explaining the transition of game states. [Figure 5] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] 10 is a diagram for explaining the combination of winning roles that are read out as the roles to be selected for each game state. FIG. [Figure 10] FIG. 10 is a diagram showing lottery target roles arranged by flag category. [Figure 11] This is a diagram to explain reel control when a push order role is won. [Figure 12] FIG. 10 is a diagram showing a game start command sent from the main control unit to the sub-control unit when the start switch is operated. [Figure 13] 10 shows the game end command sent by the main control unit to the sub-control unit at the third stop. [Figure 14]4 is a flowchart showing the control content of main processing performed by a main control unit. [Figure 15] 10 is a flowchart showing a process in which the main control unit adds a value to a lottery counter. [Figure 16] 10 is a flowchart showing a process in which the sub-control unit adds the value of the promotion counter and the value of the display counter. [Figure 17] This is a diagram showing the screen transitions on the LCD display during the normal advantageous zone. [Figure 18] 10A to 10C are diagrams showing an example of screen transitions on a liquid crystal display after power is turned on; [Figure 19] 10A to 10C are diagrams showing an example of screen transitions on a liquid crystal display after power is turned on; [Figure 20] 10A to 10C are diagrams showing an example of a screen transition on the liquid crystal display after a setting change has been made; [Figure 21] 10A to 10C are diagrams showing an example of screen transitions on a liquid crystal display after power is turned on; [Figure 22] FIG. 10 is a diagram illustrating a volume setting and a menu screen. [Figure 23] 10A and 10B are diagrams illustrating a specific sound that is output when a setting is changed. [Figure 24] 10A and 10B are diagrams illustrating a door-opening sound that is output when the front door is open. [Figure 25] FIG. 10 is a diagram showing the screen transition when the front door is opened while the volume setting display is displayed. [Figure 26] This is a diagram showing an example in which the display of the menu screen is terminated based on the first termination condition while a song is being output during the first AT. [Figure 27] This is a diagram showing an example in which the display of the menu screen is terminated based on the second termination condition while a song is being output during the first AT. [Figure 28] A figure showing an example of displaying a menu screen in the second state of the advantageous zone. [Figure 29] 10 is a flowchart showing a return process performed by a sub-control unit. [Figure 30]This figure shows the screen transition of the LCD display when power supply is stopped during AT state. [Figure 31] FIG. 10 is a diagram showing the screen transition on the liquid crystal display after the power supply is cut off during a game in which a navigation notification is being given. [Figure 32] FIG. 10 is a diagram for explaining a screen transition to a demo screen. [Figure 33] A diagram for explaining the return operation in the AT state. [Figure 34] This is a screen transition diagram when the settlement switch is pressed during recovery. [Figure 35] FIG. 10 is a diagram showing screen transitions when an error occurs during recovery. [Figure 36] This is an example of a screen transition when the condition for ending the display of the recovery screen is based on the passage of a predetermined period of time. [Figure 37] 37 is a diagram showing an example of a screen transition when the settlement switch 10 is operated in a case where the display termination condition for the recovery screen shown in FIG. 36 is applied. FIG. [Figure 38] This figure shows an example of a screen transition when returning from the AT state when the display termination condition for the returning screen shown in Figure 36 is applied. [Figure 39] FIG. 10 is a conceptual diagram showing the sequence of startup modes of a slot machine. [Figure 40] FIG. 1 is a first diagram for explaining the start-up mode of the slot machine. [Figure 41] FIG. 2 is a second diagram for explaining the start-up mode of the slot machine. [Figure 42] FIG. 3 is a third diagram for explaining the start-up mode of the slot machine. [Figure 43] FIG. 2 is a diagram illustrating a configuration of a reel motor. [Figure 44] 10 is a timing chart showing a method of controlling a reel motor. [Figure 45] FIG. 10 is a diagram for explaining a setting value L. [Figure 46] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of AT to the end of AT when the setting value L is set. [Figure 47] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value L is set. [Figure 48] This is a diagram showing an example of special suggestion control that suggests that a setting value L has been set in a non-play state. [Figure 49] This is a diagram showing a slot machine 1 in which normal setting values other than the setting value L in a non-play state are set. [Figure 50] FIG. 10 is a diagram for explaining the order in which setting values are stored. [Figure 51] FIG. 10 is a diagram for explaining a shutter effect. [Figure 52] FIG. 10 is a diagram showing the rate at which the shutter effect is executed. [Figure 53] A figure showing an example of special suggestion control using shutter effects. [Figure 54] FIG. 10 is a diagram illustrating an example of a setting value suggestion effect. [Figure 55] FIG. 10 is a diagram showing the execution rate of the result screen for each setting value. [Figure 56] FIG. 4 is a flowchart showing the control contents of the initial setting process performed by the main control unit. [Figure 57] FIG. 4 is a flowchart showing the control content of a setting change process performed by a main control unit. [Figure 58] 10 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. [Figure 59] 10 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. [Figure 60] 10 is a flowchart showing the control content of a time counter update process executed by a main control unit. [Figure 61] 10 is a flowchart showing the control contents of the gaming machine information calculation process executed by the main control unit. [Figure 62] This is a flowchart showing the control contents of the ceiling game number counting process executed by the main control unit. [Figure 63]FIG. 10 is a diagram illustrating that the lighting state of the BETLED changes each time the 1BET switch is pressed. [Figure 64] 10 is a flowchart showing the control content of a bet number setting process executed by a main control unit. [Figure 65] FIG. 10 is a diagram for explaining an example of a point map. [Figure 66] FIG. 10 is a diagram illustrating an example of a point update presentation. [Figure 67] FIG. 10 is a diagram illustrating an example of a point acquisition lottery process. [Figure 68] FIG. 10 is a diagram showing a table for the bonus lottery process. [Figure 69] FIG. 10 is a diagram showing an example in which a point update effect is executed based on a normal operation. [Figure 70] A figure showing an example in which a point update effect is not executed based on an irregular operation. [Figure 71] This is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. [Figure 72] FIG. 10 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. [Figure 73] This figure shows a table for the life gain lottery in the first state of the advantageous zone and the specialized zone. [Figure 74] This is a diagram showing tables for the life number lottery, specialized zone lottery, and one-hit victory lottery in the first and second states of the advantageous zone. [Figure 75] A figure showing an example of a bonus lottery process during AT. [Figure 76] FIG. 10 is a diagram illustrating an example of a life grant suggestion effect when a watermelon is won. [Figure 77] This is a diagram illustrating an example of a life grant suggestion effect when a strong cherry is won. [Figure 78] FIG. 10 is a diagram showing a process in which a sub-control unit executes navigation performance. [Figure 79] A diagram showing the command transmission process at the start of a game in the main control unit. [Figure 80]FIG. 10 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. [Figure 81] FIG. 10 is a diagram showing a liquid crystal display in a state where error notification control is performed. [Figure 82] FIG. 10 is a diagram showing the timing for canceling an error notification based on the reception of a game end command. [Figure 83] FIG. 10 is a diagram showing an example in which an error notification is cancelled in the next game. [Figure 84] FIG. 10 is a diagram illustrating the processing executed in the gaming state. [Figure 85] FIG. 10 is a diagram for explaining a setting value H. [Figure 86] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of AT to the end of AT when the setting value H is set. [Figure 87] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value H is set. [Figure 88] FIG. 10 is a diagram illustrating a modified example of the shutter effect. [Figure 89] 10A and 10B are diagrams showing modified examples of the volume setting display when the front door is open. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment Mode] As a gaming machine according to this embodiment, a slot machine will be described based on the following example. The slot machine according to this embodiment will be described with reference to FIGS.
[0010] [Slot machine configuration] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the arrangement of symbols on each reel. As shown in FIG. 1, the slot machine 1 includes a front door 1b pivotally supported on the side edge of a cabinet 1a, which has an opening at the front. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as the left reel, center reel, and right reel) are horizontally arranged side by side, with the same number of different, mutually distinguishable symbols arranged in a predetermined order. As shown in FIG. 3, three consecutive symbols arranged on the reels 2L, 2C, and 2R are displayed in three rows (top, middle, and bottom) through a transparent region 3 constituting part of the liquid crystal display of the liquid crystal display 51, so that they can be seen by the player. That is, the liquid crystal display of the liquid crystal display 51 can be made transparent or opaque. The transparent region 3, which is part of the liquid crystal display 51, can be made transparent or opaque. Furthermore, the image display area 72 other than the transparent area 3 on the liquid crystal display is not transparent during play, and is used as an area for displaying images such as images for presentation purposes and images displayed when an error occurs.
[0011] The reels 2L, 2C, and 2R are disposed inside the slot machine 1, and the liquid crystal display 51 is disposed so as to be exposed to the outside of the slot machine 1. In other words, the liquid crystal display 51 is disposed closer to the player than the reels 2L, 2C, and 2R. The liquid crystal display 51 has a liquid crystal display having a polarizing plate and a liquid crystal layer, and an LCD backlight. The LCD backlight irradiates light onto the liquid crystal display. The liquid crystal display includes a liquid crystal layer composed of liquid crystal molecules.
[0012] By applying a voltage to the liquid crystal display, the orientation of the liquid crystal molecules in the liquid crystal display 51 can be changed, making the liquid crystal display transparent or opaque. As a result, in the slot machine 1, the transmissive region 3 constituting part of the liquid crystal display can be made transparent, allowing the player to see the reels 2L, 2C, and 2R arranged on the back side of the liquid crystal display 51. On the other hand, when power is not supplied to the slot machine 1, the liquid crystal display 51 is in a state in which the player cannot or has difficulty seeing the reels 2L, 2C, and 2R through the transmissive region 3.
[0013] In this embodiment, a configuration using three reels is exemplified, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may also be used. Also, in this embodiment, the variable display unit is a configuration in which the symbols displayed in the transparent area 3 are variably displayed by the rotation of the reels 2L, 2C, and 2R, but it is not limited to reels. For example, it may be a configuration in which the symbols are variably displayed by moving a belt on the outer periphery of which a plurality of symbols are arranged. Also, in this embodiment, the variable display unit is configured by physical reels, but the variable display unit may also be configured by an image display device such as a liquid crystal display.
[0014] 1, the front of the slot machine 1 is provided with a medal insertion slot 4 into which medals can be inserted, a medal payout slot 9 from which medals are paid out, a MAXBET switch 6 operated to set the maximum bet within a specified number of bets (three in this embodiment) determined based on the game status using credits (the number of medals stored as the player's gaming value), a 1BET switch 65 operated to set the bet to one medal, a start switch 7 operated to start the game, stop switches 8L, 8C, and 8R operated to stop the rotation of reels 2L, 2C, and 2R, respectively, a performance switch 56 operated by the player during performance, a cross key 70, and a settlement switch 10. The cross key 70 includes a left switch 70L, a right switch 70R, an up switch 70U, and a down switch 70D, and is operated to display a volume setting image (described later) on the LCD display 51 and to select each option on the menu screen. The left switch 70L and the right switch 70R are also collectively referred to as left and right keys, and the up switch 70U and the down switch 70D are also collectively referred to as up and down keys.
[0015] In the following, the operation of the start switch 7 (for example, the operation of manually pressing the start switch 7) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, the operation of manually pressing the stop switch) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, the operation of manually pressing the stop switch) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, the operation of manually pressing the stop switch) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, releasing the press of the first stop switch (first stop operation) (e.g., releasing the stop switch) is referred to as the "first stop release," releasing the press of the second stop switch (second stop operation) (i.e., releasing the stop switch) is referred to as the "second stop release," and releasing the press of the third stop switch (third stop operation) (i.e., releasing the stop switch) is referred to as the "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also referred to as the "operation procedure." Each of stop switches 8L, 8C, and 8R has a stop switch lamp inside that indicates that the stop switch 8L, 8C, and 8R can be operated.
[0016] On the front of the slot machine 1, side lamps 27 composed of multiple LEDs are provided next to the reels 2L, 2C, and 2R. Also, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided near the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 for outputting sound is provided above the liquid crystal display 51. A lower panel 55 is provided below the stop switches 8L, 8C, and 8R. The lower panel 55 is configured to be lit or flashing. The lower panel 55 is the notification means, which uses the largest area of all the notification means provided in the slot machine 1 to notify predetermined information. For example, the notification means provided in the slot machine 1 include the liquid crystal display 51, the speaker 53, the side lamps 27, and the reel backlights 28, but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured so that the entire area constituting the lower panel 55 emits light. The manner of light emission includes flashing and lighting.
[0017] 1, the front of the slot machine 1 is provided with a game display unit 13, which includes a credit indicator 11 that displays the number of medals stored as credits, a game support indicator 12 that displays the number of medals paid out when a win occurs and an error code indicating the nature of an error, a 1BET LED 14 that lights up to indicate that a bet has been set to 1, a 2BET LED 15 that lights up to indicate that a bet has been set to 2, a 3BET LED 16 that lights up to indicate that a bet has been set to 3, a coin insertion request LED 17 that lights up to indicate that coin insertion is possible, a start valid LED 18 that lights up to indicate that the start operation of the game by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that the game is being controlled to a state such as an advantageous zone AT, and a replay in progress LED 20 that lights up to indicate that a replay game is in progress. Furthermore, when an error is detected, the slot machine 1 displays an error screen that displays an error code or the like indicating the nature of the error. In the slot machine 1 of this embodiment, when the maximum bet number (3 coins) is set and the 1-BET switch 65 is pressed, the bet number for 2 coins is canceled. In other words, the bet number for 1 medal is set. Hereinafter, the process of canceling the bet number for 2 coins in this way will be referred to as the "bet number cancellation process."
[0018] Fig. 2(a) is a perspective view showing the internal structure of the slot machine, and Fig. 2(b) is a block diagram of an example of the main internal structure of the slot machine. As shown in Fig. 2(a), inside the front door 1b, there are a reset switch 23 for detecting a reset operation to release an error state and a stop state without opening the front door 1b by a predetermined key operation, a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, which will be described later, a stop switch 36a for selecting whether to enable or disable a stop function that controls the stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined moment, an automatic settlement process (a process in which medals stored as credits are settled (returned) without the player's operation) at a predetermined moment, and ... and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, which will be described later, and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, and a setting value display 24 for selecting whether to enable or disable a stop function that controls the stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined moment, and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, as shown in Fig. 2(a). the automatic settlement switch 36b for selecting whether to enable or disable the automatic settlement function that controls the automatic settlement function (processing for controlling the automatic settlement function to automatically settle the amount of money received from the medal insertion port 4); a flow path switching solenoid for selectively switching the flow path of the medals inserted from the medal insertion port 4 to either the hopper tank 34a side or the medal payout outlet 9 side provided inside the housing 1a; an inserted medal sensor for detecting medals inserted from the medal insertion port 4 and flowing down to the hopper tank 34a side; a medal selector 29 having an insertion port sensor that detects the insertion of foreign objects upstream of the inserted medal sensor; and a door open detection switch for detecting the open state of the front door 1b.
[0019] Inside the housing 1a are provided a reel unit 2 consisting of the aforementioned reels 2L, 2C, and 2R, a reel motor, and a reel sensor capable of detecting the reel reference position of each of the reels 2L, 2C, and 2R, an external output board for outputting external output signals, a hopper tank 34a for storing medals inserted from the medal insertion port 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout outlet 9, a hopper unit 34 consisting of a payout sensor for detecting medals paid out by driving the hopper motor, and a power supply box 100.
[0020] An overflow tank 35 that stores medals that overflow from the hopper tank 34a is provided on the hopper unit 34 side. A full tank sensor is provided inside the overflow tank 35 to detect when the stored medals are full.
[0021] As shown in FIG. 2( a), the front of the power supply box 100 is provided with a setting key switch 37 for switching between a setting change state and a setting confirmation state, a reset / setting switch 38 that functions as a reset switch for canceling an error state or a stop state under normal circumstances and functions as a setting switch for changing the set value of the medal payout rate (also called the award rate or payout rate) such as the winning probability of the internal lottery in the setting change state, and a power switch 39 that is operated to turn the power ON / OFF. Hereinafter, changing the setting is also referred to as a setting change process. The setting change process involves restarting the slot machine 1 by turning the power ON again. The slot machine 1 executes an initial setting process after being powered on. The main control unit 41 determines whether the setting key switch is ON when executing the initial setting process. If the setting key switch is ON, the main control unit 41 executes the setting change process. During the setting change process, the main control unit 41 changes the setting value based on the operation of the reset / setting switch. Furthermore, during the setting change process, when the start switch 7 is operated with the setting key switch in the OFF state, the main control unit 41 ends the setting change process. Note that the setting change process also includes the case where the same setting value as the already set setting value is set (i.e., the setting value is not changed).
[0022] The power supply box 100 is provided inside the housing 1a, and the front door 1b can be opened by operating a predetermined key held by a store clerk or the like. Therefore, the setting key switch 37, reset / setting switch 38, and power switch 39 provided on the front of the power supply box 100 can only be operated by store clerks or other personnel who possess the key, and cannot be operated by players. The same applies to the reset switch 23, which is detected by operating a predetermined key. In particular, the setting key switch 37 requires a key operation to open the front door 1b, and therefore can only be operated by store clerks who possess the key to operate the setting key switch 37.
[0023] As shown in Fig. 2(a), a board case 200 containing a game control board is provided on the upper inner surface of the cabinet 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in Fig. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game.
[0024] A performance control board 90 is provided above the transparent area 3 of the front door 1b. A performance switch 56 is connected to the performance control board 90, and a detection signal from the performance switch 56 is input. Performance devices such as a liquid crystal display 51 and a speaker 53 are also connected to the performance control board 90, and these performance devices are driven under the control of a sub-controller 91 mounted on the performance control board 90. As shown in FIG. 2(b), the sub-controller 91 controls performance in response to commands from the main controller 41. The sub-controller 91 includes a sub-CPU 91a that performs various control operations related to performance, and a ROM 91b and a RAM 91c that store various data related to performance. Based on commands from the main controller 41, the sub-controller 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the turning on and off of the side lamps 27 and reel backlights 28. Performance data used for the image display on the liquid crystal display 51, the lighting and flashing of the lower panel 55, and the sound output from the speaker 53 is stored in the RAM 91c. Furthermore, the sub-controller 91 detects operation of the performance switch 56, and controls the image display on the liquid crystal display 51, the lighting and flashing of the lower panel 55, and the sound output from the speaker 53 according to the detected operation.
[0025] The main control unit 41 detects operations on the MAXBET switch 6, 1BET switch 65, start switch 7, and stop switches 8L, 8C, 8R, etc., as well as the insertion of medals into the medal insertion unit 4, and controls the progress of the game, such as spinning / stopping the reels 2L, 2C, 2R, operating the settlement switch 10, and turning on / off each LED in the game display unit 13, depending on the detected operations.
[0026] Operations on the MAXBET switch 6, 1BET switch 65, start switch 7, and stop switches 8L, 8C, 8R, etc., and the operation of inserting medals into the medal insertion port 4 are operations for progressing the game. Operations on the MAXBET switch 6 and 1BET switch 65 are called bet number setting operations, operations on the start switch 7 are called start operations, operations on the stop switches 8L, 8C, 8R are called stop operations, operations to insert medals into the medal insertion port 4 are called insertion operations, and operations on the settlement switch 10 are called return operations.
[0027] The main control unit 41 transmits a bet operation command to the sub-control unit 91 when the MAXBET switch 6 and the 1BET switch 65 are pressed. The main control unit 41 transmits a medal insertion command to the sub-control unit 91 when it detects that a medal has been inserted into the medal insertion unit 4. The main control unit 41 transmits a stop switch command to the sub-control unit 91 when the stop switches 8L, 8C, 8R are pressed. The main control unit 41 transmits a settlement start command to the sub-control unit 91 when the settlement switch 10 is pressed. The main control unit 41 transmits a game start command to the sub-control unit 91 when the start switch 7 is pressed.
[0028] The main CPU 41a has a plurality of registers used for various calculations. The plurality of registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), interrupt register, refresh register, program counter, etc. The main CPU 41a executes various instructions, such as arithmetic instructions and read instructions, included in the program, to update the value of a specified register or to update a value (data) stored in a storage area of the RAM 41c specified by the value (address) of the specified register.
[0029] Furthermore, the flag register among the registers is configured so that its state changes to indicate the result of the calculation performed by the instruction executed by the main CPU 41a, and the change in the state of the flag register can be used to cause the main CPU 41a to perform processing according to the result of the calculation performed by the previous instruction.
[0030] Furthermore, the main control unit 41 can store information related to game status and games as backup data in the RAM 41c. Specifically, even when the power supply to the slot machine 1 is stopped (power outage occurs) and the power is turned on again, the RAM 41c stores the backup data.
[0031] When power supply to the slot machine 1 is started, the main control unit 41 determines whether control of the progress of the game can be resumed based on the backup data stored in the RAM 41c before the power supply was stopped. If the main control unit 41 determines that control of the progress of the game can be resumed based on the backup data, it sends a return command including backup information to the sub-control unit 91. The return command is a command indicating that the main control unit 41 has returned to the state before the power was interrupted, and by receiving the return command, the sub-control unit 91 can determine that the main control unit 41 has returned to the state before the power was interrupted. The return command includes information regarding the game status and the game.
[0032] When playing a game on the slot machine 1, a player sets a predetermined number of bets by inserting a medal into the medal slot 4 or by operating the 1-bet switch 65 or the MAX-bet switch 6. This activates the payline LN, and operation of the start switch 7 activates the game, allowing the player to start the game. The payline LN is a line used to determine whether the symbol combinations on the reels 2L, 2C, and 2R displayed in the transparent area 3 match the winning symbol combination. In this embodiment, the paylines are defined as so-called mound-like lines, such as the bottom of the reel 2L, the middle of the reel 2C, and the bottom of the reel 2R. Note that the payline is not limited to a mound, but may be horizontally aligned in the middle of the reel 2L, the middle of the reel 2C, or the middle of the reel 2R. Multiple paylines may be provided, not just a single one. In addition, an invalid line may be provided to make it easier to recognize that a winning symbol combination has been aligned on the payline LN.
[0033] The main control unit 41 stores the gaming value in a predetermined area of the RAM 41c. The main control unit 41 also settles the gaming value stored in the predetermined area of the RAM 41c based on the operation of the settlement switch 10. The operation of the settlement switch 10 is also referred to as a "return operation."
[0034] Specifically, the gaming value is settled when the player operates the settlement switch 10. By the return operation, the gaming value stored in a predetermined area of the RAM 41c is cleared (set to 0), and the gaming value is paid back to the player.
[0035] When the settlement switch 10 is operated, the main control unit 41 sends a settlement start command to the sub-control unit 91. The settlement start command is a command that can identify that settlement has started. When the credits reach the upper limit (50), medals are paid out from the medal payout opening 9. When the settlement switch 10 is operated, the medals stored as credits and the medals used to set the number of bets are settled (the medals used to set the credits and the number of bets are returned).
[0036] When the start switch 7 is operated in a state in which the game can be started, the reels 2L, 2C, and 2R spin. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process for determining the symbol combinations (display result combinations) that are allowed to be derived.
[0037] Specifically, the main control unit 41 determines whether each lottery target role has been won in a predetermined order in the internal lottery process. For example, in the internal lottery process, the main control unit 41 acquires a random number from integers within a predetermined range (0 to 65535). Each lottery target role is assigned a judgment value number in advance from integers within the predetermined range (0 to 65535) according to the game status. The main control unit 41 adds the judgment value number of each lottery target role to the acquired random number in a predetermined order, and when the addition result overflows (exceeds 65535), it determines the lottery target role that was being added at that time as the winning role. When a lottery target role is won by the internal lottery, it is permitted to derive a symbol combination corresponding to the lottery target role.
[0038] The administrator can change the winning probability of the winning combination in the internal lottery by changing the settings. Specifically, the winning probability used in the internal lottery is determined according to the setting value set by the administrator, thereby changing the medal payout rate. The setting values are 1, 2, 4, 5, 6, and L, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, 1, and L. In other words, when the setting value is set to 6, the player is most advantageous, and the advantage gradually decreases as the value decreases in the order of 5, 4, 3, 2, 1, and L. The setting value L is set to comply with type testing, and details will be explained later. Hereinafter, the setting value L will be referred to as the "special setting value." Furthermore, setting values 1, 2, 4, 5, and 6 will be collectively referred to as the "normal setting values."
[0039] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, a symbol combination is derived and displayed in the transparent area 3. When a symbol combination that matches a winning combination stops on the pay line LN, a prize corresponding to the winning combination is awarded.
[0040] The possible winning combinations include special combinations (bonuses), small combinations, and replay combinations. A special combination (bonus) is a combination that, upon winning, controls the game state to a bonus state in which the probability of winning a small combination is higher than in a non-bonus state. Special combinations (bonuses) include first-class special combinations such as RB (regular bonus) and BB (big bonus), and second-class special combinations such as CB (challenge bonus). In this embodiment, BB is provided as a special combination. A small combination is a combination that, upon winning, awards medals. A replay combination is a combination that, upon winning, allows the player to start the next game without consuming medals owned by the player.
[0041] In order for a winning combination determined according to the game state to occur, it is necessary to win the internal lottery and set the winning flag for that combination. The internal lottery is performed by the main control unit 41, which determines whether or not to allow a winning combination for the above-mentioned combination using random numbers before the display results of all reels 2L, 2C, and 2R are determined (specifically, when the start switch 7 is detected).
[0042] Of the winning flags for each role, the winning flags for the small role and the replay role are valid only in the game in which the flag is set and are invalid in the next game, but the winning flag for the special role is valid until the combination of roles allowed by the flag is achieved and is invalid in the game in which the combination of roles allowed by the flag is achieved. In other words, once a winning flag for a special role is won, even if the combination of roles allowed by the flag is not achieved, the winning flag is not invalidated and is carried over to the next game.
[0043] Furthermore, in the internal lottery, when a stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing), a small role or a replay role (hereinafter also referred to as a "push order role") that is more advantageous than when the stop operation is performed in another operation mode can be won. Push order roles include, for example, roles that result in a stop pattern that is more advantageous when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode, and roles that result in a higher rate of advantageous stop patterns when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode. Furthermore, advantageous stop patterns include not only stop patterns that result in the awarding of medals, but also stop patterns that result in a transition to an advantageous game state, stop patterns that avoid a transition to an unfavorable game state, etc.
[0044] In the slot machine 1, the procedure for operating the stop switch 8L first in one game is also referred to as the "normal procedure," and the procedure for operating the stop switch 8C or the stop switch 8R first is also referred to as the "irregular procedure." In other words, the "normal procedure" includes a procedure for operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8C, and stop switch 8R (in the order of left, center, and right), and a procedure for operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8R, and stop switch 8C (in the order of left, center, and right). The "irregular procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8L, and stop switch 8R (in the order of center, left, right, and center), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8R, and stop switch 8L (in the order of center, right, and left), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8L, and stop switch 8C (in the order of right, left, and center), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8C, and stop switch 8L (in the order of right, center, and left). Furthermore, in the slot machine 1 of this embodiment, operating the stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as a "normal operation," and operating the stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as an "irregular operation."
[0045] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Hereinafter, the notification of navigation information may be referred to as "navigation notification" or "navigation effect." Specifically, the main control unit 41 can control the assist time (advantageous section), which is a notification period during which navigation notification can be executed to notify the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player according to the result of the internal lottery by the lighting mode of the game assist display 12.
[0046] When a predetermined lottery condition is met in the normal zone, the main control unit 41 conducts a favorable zone transition lottery to determine whether to control the game to a favorable zone. Winning the favorable zone transition lottery is also referred to as "winning the favorable zone." In the favorable zone, when a push order combination is achieved, the main control unit 41 executes a navigation notification, notifying the player of the operation mode (e.g., operation procedure, operation timing, etc.) of the stop switches 8L, 8C, and 8R that is favorable to the player using the game auxiliary display 12. The main control unit 41 also transmits a command (the "command number" command, described below) that can identify the operation mode favorable to the player to the sub-control unit 91, thereby executing a navigation effect that notifies the player of the operation mode using the LCD display 51, speaker 53, etc. On the other hand, a game in which the operation mode is not notified using the LCD display 51, speaker 53, etc. is hereinafter referred to as a "game in which a navigation effect is not executed." In other words, a game in which the navigation effect is not executed is a game in which the operation mode is not announced using the LCD display 51, speaker 53, etc., regardless of whether the advantageous zone is normal or in AT state.
[0047] In a game in which a push order role is won, when the player's operation mode matches the operation mode corresponding to the winning push order role (hereinafter also referred to as the "correct procedure"), the player will win a role advantageous to the player (in this embodiment, the plum role).
[0048] By following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that results in the largest number of medals being paid out. Alternatively, by following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that has no chance of winning. Note that, among the combinations of the push-order roles, a combination that can win when the stop switches 8L, 8C, and 8R are operated in the correct order is referred to as a "main combination," and a combination that can win when the stop switches 8L, 8C, and 8R are operated in an incorrect order that is different from the correct order is referred to as a "sub combination."
[0049] By operating the stop switches 8L, 8C, and 8R in the manner of operation notified by the navigation notification and navigation performance, it is possible to ensure that the main role included in the push order role won by the internal lottery is won.
[0050] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the payout rate.
[0051] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. Note that in the slot machine 1 of this embodiment, most games are played by the player in the internal state.
[0052] On the other hand, during the non-internal period, the player does not play, or even if they do, the time they play is extremely short. During the non-internal period, if a BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.
[0053] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winable game") may be played. Specifically, in non-internal modes, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal modes, the game in which the BB is won is a BB winable game.
[0054] During the internal lottery, the BB win is carried over. Here, if the BB and small wins are simultaneously won, the reels are controlled to prioritize the small win symbol combination. Furthermore, if the small win symbol combination is a combination with no misses, in a game in which the BB and small wins are simultaneously won, the small win symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Similarly, if the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, in a game in which the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Therefore, during the internal lottery, only in games that result in a loss in the internal lottery (games in which no symbol combination wins), if the BB symbol combination can be derived by operating the stop switches 8L, 8C, and 8R, the BB symbol combination will win. In this case, the game state is controlled to BB from the next game. That is, during the internal lottery, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.
[0055] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is approximately 101%, the net increase in the number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.
[0056] The internal states include normal zones and advantageous zones. Normal zones are states in which navigation is not performed and are non-notification states in which navigation information cannot be notified. Advantageous zones are states in which navigation can be performed and are notification states in which navigation information can be notified. In this embodiment, among the advantageous zones, navigation is not performed in the normal advantageous zone, but navigation can be performed in the first state, second state, and ending state. Note that navigation may also be performed in the normal advantageous zone, but in the first state, second state, and ending state, the probability of performing navigation to win the main role when the push order role is won is higher than in the normal advantageous zone. Thus, in the AT state in advantageous zones such as the first state, second state, and ending state, navigation is performed with a higher probability than in the advantageous zone or normal advantageous zone.
[0057] In the normal zone, when the lottery for transitioning to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, since the winning of most of the roles that can be won during normal play is the condition for winning the advantageous zone, the duration of play during normal play is approximately 1G. The condition for winning the advantageous zone may also be met when any of the roles that can be won during normal play is won.
[0058] In the normal section, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of coins per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0059] The advantageous zone includes the normal advantageous zone, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state." In the normal advantageous zone, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins that a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).
[0060] In the normal advantageous zone, an AT continuous effect is executed, which suggests a transition to the first state. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the first state will occur in the final game.
[0061] In the first state of the advantageous zone, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in this embodiment, the number of AT games in the first state is predetermined to 30G or 50G. In the first state of the advantageous zone, a life-specialized continuous effect is executed, suggesting a transition to the life-specialized zone. The life-specialized continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the life-specialized zone will occur in the final game. The life-specialized zone indicates a state in which there is a high possibility of acquiring a life, as described below. The 3 to 5 games of the life-specialized continuous effect in the first state are included in the number of AT games that is predetermined when transitioning to the first state. In other words, the life-specialized continuous effect is executed within the AT game number of 30 games or 50 games. Hereinafter, the AT continuous effect and the life-specialized continuous effect may be collectively referred to simply as "continuous effect."
[0062] When a predetermined number of AT games have been played in the first state, the state transitions from the first state to the second state (hereinafter also referred to as the second AT state). In the second state, the number of AT games is indefinite. Specifically, in the second state, an ally character battles an enemy character, and when the ally character wins the battle, the state transitions to the first state; on the other hand, when the ally character loses the battle, the AT state ends and the state transitions to a non-AT state.
[0063] In order for an ally character to battle an enemy character in the second state, lives are required as the right to do so. In this embodiment, lives can be acquired in the first state, but lives cannot be acquired in the second state. That is, the player acquires lives while remaining in the first state, and the ally character can battle an enemy character by consuming the lives acquired in the first state in the second state. In the second state, battles can be fought as many times as the number of lives possessed, and even if the ally character is defeated by the enemy character in a battle, if the ally character has remaining lives, the ally character can battle the enemy character again. If the ally character has no remaining lives when defeated by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life acquisition lottery is executed to determine whether or not a life will be granted. The AT state is extended by granting lives through the life acquisition lottery.
[0064] If an ally character defeats an enemy character in the second state and the state transitions to the first state, the player can again gain a life in the first state. Therefore, as long as there are lives remaining, it is possible to continue repeatedly transitioning between the first and second states, and during that time, when the push order bell (such as the 213-choice role A described below) is won, a navigation will be performed, and the player can increase the net increase in the number of medals by operating the stop switches 8L, 8C, and 8R according to that navigation.
[0065] The first state also includes a first section and a second section, which are sections with different net increases in the number of medals. The first section is the first half of the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). The first section is a section in which navigation is performed less frequently than the second section, and in which the net increase in the number of medals is lower than the second section. For example, the net increase in the number of medals per 1G in the first section is 1 medal.
[0066] On the other hand, the second section is the latter section in the first state where the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). The second section is a section where navigation is performed more frequently than the first section and the net increase in the number of medals is higher than the first section. For example, the net increase in the number of medals per 1G in the second section is 5 medals. In this way, even in the AT state, navigation is performed with a higher probability when in the second section than when in the first section.
[0067] In this way, the net increase in the number of medals in the first zone in the first state is lower than in the second zone, so it is more advantageous for the player to stay in the second zone in that they can acquire more medals.
[0068] In the second state, as in the second section, navigation occurs more frequently than in the first section, resulting in a higher net increase in medals. For example, the net increase in medals per game in the second state is five medals, the same as in the second section of the first state. This allows players to earn more medals during battles in the second state. Thus, even in the AT state, navigation occurs more frequently in the second state than in the first section of the first state.
[0069] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is drawn. Specifically, in the first section of the first state, if a strong cherry is drawn, the granting of a life is confirmed, and in the second state, if a strong cherry is drawn, the ally character is confirmed to win the battle.
[0070] In the normal advantageous zone, processing such as a lottery related to control to the first state is carried out. Specifically, in the normal advantageous zone, the main control unit 41 carries out a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 has a point counter (not shown) therein for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 41 carries out an AT lottery, which will be described later.
[0071] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone but not during the normal zone or BB. The ending state is a state in which control of the advantageous zone state is confirmed to continue until, for example, the total number of net increases reaches the upper limit (e.g., 2,400 medals) or the number of games played during the advantageous zone reaches the upper limit (e.g., 1,500 games). In the ending state, similar to the second state and second zone, navigation is performed more frequently than in the first zone, and the net increase in medals is higher. Thus, even in the AT state, navigation is performed more frequently during the ending state than during the first zone in the first state. The ED transition number is set when the game transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be predetermined. The ED transition number is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition coins. The main control unit 41 cumulatively counts the number of ED transition coins, and ends the advantageous zone according to the counting process.
[0072] When a limiter condition is met in a favorable zone, the favorable zone is switched to a normal zone. Specifically, when the number of coins in the favorable zone (the net increase in the number of coins during the favorable zone) reaches 2,400, the favorable zone ends and the zone is switched to a normal zone. The number of coins in the favorable zone is counted by a favorable zone number counter stored in RAM 41c. In other words, when the number of coins in the favorable zone reaches the upper limit, it is said that the "limiter condition" is met. Alternatively, in the favorable zone, when the total number of games played (number of games in the favorable zone), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1,500 games), the favorable zone ends and the zone is switched to a normal zone. The number of games in the favorable zone is counted by a net increase in the number of coins counter stored in RAM 41c.
[0073] When the game is switched from the advantageous zone to the normal zone, the total number of games played and the net increase in coins counted in the advantageous zone, as well as the points that can be earned during play, are also initialized. The number of games played in the advantageous zone and the net increase in coins during the advantageous zone are updated not only during the advantageous zone but also during BB, but are not updated during the normal zone.
[0074] If the setting is changed during the advantageous zone, the game will be controlled to the normal zone. At this time, the total number of games played and the net increase in coins counted during the advantageous zone, as well as the points that can be earned during play, are also reset. In the slot machine 1 of this embodiment, the medal payout rate changes depending on the setting value. More specifically, the medal payout rate is changed by varying the probability of winning in a predetermined lottery, such as the point acquisition lottery described below, depending on the setting value (for example, 1, 2, 4, 5, 6, L). A store employee or the like can change this setting value by changing the setting.
[0075] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional termination conditions that are established based on the progress of the game, and a condition that a setting change is made.
[0076] In addition, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit is reached in the normal advantageous zone, an AT right is granted to forcibly transition to the AT state regardless of the number of points reached. The upper limit on the number of games played in the normal advantageous zone is, for example, 1,280 games. This upper limit is referred to as the "ceiling." The main control unit 41 has a lottery counter in RAM 41c to determine whether the ceiling has been reached. That is, the main control unit 41 stores the number of games played in the normal advantageous zone in the lottery counter in RAM 41c. The main control unit 41 increments the value of the lottery counter each time a game is played in the normal advantageous zone. For example, if the upper limit on the number of games played in the normal advantageous zone is set to 700 games, the main control unit 41 grants an AT right when the value of the lottery counter reaches 700. The upper limit on the number of games played in the normal advantageous zone is not limited to 700 games and may be, for example, 1,280 games.
[0077] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given when winning. The name column in Fig. 5 to 8 shows the name of the winning combination, and the symbol combination column shows the symbol combination that will result in the winning combination. In addition, the award column shows the value (number of medals paid out, award of replay, etc.) that will be awarded when winning.
[0078] As shown in FIG. 5, Lip 1 to Lip 6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIGS. 6 to 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when a push-order role is won, and when won, 9 medals are paid out, which is more than the number of medals used for the bet (3 medals). Plums 1 to 6 are collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when a push-order role is won, and when won, 1 medal is paid out, which is less than the number of medals used for the bet (3 medals). 1-coin roles 1 to 33 are collectively referred to as "1-coin roles."
[0079] As shown in FIG. 7, among the symbol combinations that result in a win of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of left reel 2L, the middle row of center reel 2C, and the top row of right reel 2R, the character symbols are arranged in a row, sloping upward to the right. The arrangement of character symbols in a row is also called "character alignment."
[0080] As shown in FIG. 8, among the symbol combinations that result in a win of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, three 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."
[0081] [Role to be selected] 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. FIG. 10 is a diagram showing the lottery target roles arranged by flag category. The role number column in FIG. 9 and FIG. 10 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows its name, the game state column shows with a circle that the lottery target role is a lottery target role for each game state, and the advantageous zone win column shows whether or not there is an advantageous zone win. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.
[0082] As shown in FIG. 9, BB is provided as a special role that can be selected. The roles that can be selected for the replay role are normal lip, 7-match lip, 7-mismatch lip, character-match lip, and character-mismatch lip. The roles that can be selected for the minor role are common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1 or 2, character-match 1, weak cherry, strong cherry, and chance eye A or B. The minor roles within BB are BB medium small role and BB medium 1. Note that 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when won, and are therefore types of push order roles. The 213-choice combinations A to D, 231-choice combinations A to D, 312-choice combinations A to D, and 321-choice combinations A to D are collectively called "push-order bells." Seven-match combinations of 1 and 2 are also collectively called "seven-match combinations."
[0083] During non-internal play, all roles except for the BB small / medium role and one BB in-game can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium role, and one BB in-game cannot be won.
[0084] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.
[0085] In this embodiment, a flag category is also assigned to misses and BBs, and BBs are assigned the same FC1 as other winning combinations such as regular replies. In addition, common plums are assigned the same FC4 as watermelons.
[0086] [Reel control of push order role] 11 is a diagram for explaining reel control when a push order role is won. As described above, in this embodiment, in a game in which a push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.
[0087] For example, as shown in Fig. 11, in a game in which any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum is won, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin is won. Note that if the secondary role of 1 coin is not won when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.
[0088] As shown in FIG. 11 , the “normal procedure” is not set as the “correct procedure,” while the “irregular procedure” can be set as the “correct procedure.” That is, in a game in which a player wins any of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player will not be able to win the main plum combination. This may encourage players to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, as will be described later, in this embodiment, operating the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed imposes a disadvantageous penalty on the player. Therefore, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.
[0089] FIG. 12 is a diagram showing game start commands that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a group of commands including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands." The main control unit 41 transmits each command in the order of No. 1 to No. 13 as game start commands. Each command is assigned a serial number, which is the same as the number, as a "setting serial number." Each command stores various information managed by the main control unit 41.
[0090] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which the buttons are pressed in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number," the sub-control unit 91 executes a navigation effect on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the sub-control unit 91 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."
[0091] For example, the No. 3 command "small role type" stores information that can identify whether the winning combination obtained by the internal lottery is a small role, a replay role, or a special role. The No. 6 command "interval status" stores information that can identify which of the internal states shown in FIG. 4 the game in which the start switch 7 was operated is in. Specifically, the No. 6 command "interval status" stores information indicating whether the currently controlled state is a normal interval or an advantageous interval, and further whether, within the advantageous interval, it is a normal advantageous interval, the first interval of the first state, the second interval of the first state, the second state, or the ending state. The sub-control unit 91 can identify which interval state the game in which the start switch 7 was operated is in based on receiving the No. 6 command "interval status." The No. 4 command "ball payout status" can also store information that can identify the game state of the game in which the start switch 7 was operated. The number of games in the AT consecutive effects is stored in the command No. 9 "ART Premonition G Count." The number of points acquired in the previous game is stored in the command No. 10 "Points" in the game start command. In addition, the number 11 "Winning Number" stores information that can identify the winning combination number of the winning combination obtained by internal lottery.
[0092] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the sub-control unit 91 can determine that it has received the game start command.
[0093] FIG. 13 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits a group of commands No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also when the stop switch is operated at the third stop. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 13 will be simply referred to as "game end commands." Note that among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. In other words, at the third stop, the main control unit 41 transmits information related to winning, not information related to the winning number.
[0094] The No. 10 command "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in the No. 13 command "Stop Reels." If the No. 13 command "Stop Reels" stores information indicating that the reels have stopped, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the No. 12 command "Insert Medal" and the No. 13 command "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send the No. 13 command "Stop Reels." When sending a game end command, it does not need to send the No. 12 command "Insert Medal."
[0095] [About the main process] The control content of the main processing performed by the main control unit 41 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the control content of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of game. In this embodiment, the main processing is also referred to as basic processing.
[0096] 14, the main control unit 41 first performs a game start waiting process (S1) to perform processing from the end of control of the previous game to the start of the next game. In the game start waiting process, processing is performed to set the number of bets in accordance with the insertion of medals, etc., and when the operation of the start switch 7 is detected with the specified number of bets set, processing is performed to start the next game.
[0097] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning combination is permitted (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not a winning combination is permitted (i.e., whether or not a display result is permitted) based on preset setting values (1 to 6) in the slot machine 1 and a random number value for the internal lottery acquired simultaneously with the start of the game upon detection of the start switch 7. Then, a winning number (normal combination) corresponding to the winning combination in the internal lottery is stored in a winning number setting area of the RAM 41c so that the winning result in the internal lottery can be identified. In addition, when a special combination is won, a winning number (special combination) corresponding to the winning special combination is stored in a winning number setting area of the RAM 41c.
[0098] Next, an advantageous zone transition flag generation process (S3) is performed to convert the winning number (general role) into an advantageous zone transition flag, and a lottery flag generation process (S4) is performed to convert the winning number (general role) into a lottery flag. In the advantageous zone transition flag generation process, the advantageous zone transition flag conversion table is used to obtain the value of the advantageous zone transition flag corresponding to the winning number (general role), and this is stored in a predetermined area of RAM 41c. In addition, in the lottery flag generation process, the lottery flag conversion table is used to obtain the values of lottery flags 1 to 3 corresponding to the winning number (general role), and these are stored in predetermined areas of RAM 41c.
[0099] Next, a game start ball payout control process (S5) is performed at the timing when the game starts, which performs processing related to the advantageous zone, processing related to the navigation notification, and processing related to the AT state. In the processing related to the advantageous zone, processing to transition to the advantageous zone is performed when a role that transitions to the advantageous zone is won in the normal zone, processing related to the navigation notification is performed to set the navigation number and processing related to management of the advantageous zone state, and processing related to the AT state is performed to transition to the AT state according to the winning role in the normal advantageous zone. In the processing to set the navigation number, if a role that is the target of the navigation notification is won and the navigation notification is to be performed, a navigation number of "1" to "13" is set in the navigation number setting area of RAM41c according to the operation mode to be notified, and if a role that is the target of the navigation notification is won and the navigation notification is not to be performed, or if a role that is not the target of the navigation notification is won, "0" is set in the navigation number setting area of RAM41c.
[0100] Next, interruption is prohibited (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal that can identify a recommended stop operation mode to the test device.
[0101] Next, after the operation signal setting process, the interrupt is set to be permitted (S8), and the game start command sending process (S9) shown in Figure 12 is performed to identify that one game has started, and a group of control state commands including multiple commands that can identify various control states at the start of one game are set in a command queue and sent sequentially to the sub-control unit 91.
[0102] Next, after the game start command transmission process, a freeze process (S10) is performed to control a freeze state that delays the progress of the game for a predetermined period of time. In the freeze process, when the start switch 7 is operated to start the game, it is determined whether or not it has been decided to control the game to a freeze state, and if it is determined that it has been decided to control the game to a freeze state, the progress of the game is delayed for a predetermined period of time. Furthermore, if a reel effect that changes the reels is performed in the freeze state, a process is performed to change the reels in a change pattern corresponding to the type of reel effect.
[0103] Next, after the freeze process is completed, interrupts are prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time for the reels to start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning at a constant speed.
[0104] Next, after the game start setting process, an interrupt is permitted (S13), and a rotation start external signal process (S14) is performed to output an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) from a predetermined output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the start of rotation may be referred to as the "start external signal."
[0105] Next, after external signal processing at the start of rotation, a reel stop process (S15) is performed to control the reels to stop. In the reel stop process, if a navigation notification is performed, the game assist display 12 displays the navigation number set in the navigation number setting area to notify the operation mode. Furthermore, if all rotating reels are rotating at a constant speed, acceptance of a stop operation for the rotating reels is enabled and the system waits until a reel stop operation is performed by the player. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled, reel stop control is performed to stop the reel for which the valid stop operation was performed. This reel stop control is repeatedly performed for the rotating reels until the rotation of all reels is stopped, and the reel stop process is completed.
[0106] Next, after the reel stop process, a winning search process (S16) is performed. In the winning search process, a winning symbol combination is searched for based on the symbol combination stopped on reels 2L, 2C, and 2R, and a winning flag indicating whether or not a win has occurred and the number of medals to be paid out in response to the win are set in a predetermined area of RAM 41c.
[0107] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) is performed to calculate the gaming history used when calculating gaming machine information to be displayed on the gaming machine information display 50.
[0108] Next, after the gaming machine information calculation process, interruption is permitted (S19), and a special gaming state end check process (S20) is performed. In the special gaming state end check process, it is determined whether or not the end condition is met when the special gaming state is being controlled. Next, a gaming state setting process (S21) is performed. In the gaming state setting process, the gaming state of the next game is set based on the winning data set by the winning search process and the result of the special gaming state end check process.
[0109] Next, when the game ends, processing related to the advantageous zone and processing related to the navigation notification are performed, and a ball output control process at the end of the game (S22) is performed in which a point acquisition lottery process, a life acquisition lottery process, and a one-hit win lottery process are performed based on predetermined conditions. In the processing related to the advantageous zone, it is determined whether the advantageous zone end condition is met in the advantageous zone, and if the advantageous zone end condition is met, a processing is performed to set an advantageous zone end flag, and in the processing related to the navigation notification, processing related to the management of the advantageous zone state. The point acquisition lottery process, life acquisition lottery process, and one-hit win lottery process will be explained in detail below.
[0110] Next, the end-of-game command sending process (S23) shown in Figure 12 is performed, and a group of control state commands including multiple commands that can identify various control states at the end of one game is set in a command queue and sent sequentially to the sub-control unit 91.
[0111] Next, after the game end command transmission process, a payout process is performed (S24) to award a number of medals according to the winnings that have occurred as a result of the game, based on the payout number set in a predetermined area of RAM 41c by the winning search process (S16). In the payout process, a predetermined number of medals are awarded to the player for each winning that has occurred, and the number of medals awarded is added to the credits. When the credits reach the upper limit (50 in this embodiment), medals that have not been added to the credits are paid out from the medal payout opening 9.
[0112] Next, after the payout process, an external signal processing at the end of the game (S25) is performed, which outputs an external output signal at the end of the game (such as a medal OUT signal indicating the number of medals awarded) from a predetermined output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the end of the game may be referred to as the "external signal at the end."
[0113] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the replay symbol combination has stopped on reels 2L, 2C, and 2R, and if the replay symbol combination has stopped, the process of setting the number of bets for replaying in the next game, the process of setting the replay flag in a predetermined area of RAM 41c, the process of controlling the replay LED 20 to the ON state (lighting state), etc. is performed.
[0114] Next, advantageous zone end processing is performed (S27). In advantageous zone end processing, it is determined whether or not an advantageous zone end flag indicating that the advantageous zone is to be ended is set in a predetermined area of RAM 41c, and if it is determined that the advantageous zone end flag is set, advantageous zone data initialization processing is performed to end the advantageous zone by initializing an advantageous zone related area in the storage area of RAM 41c in which data related to the control of the advantageous zone is stored. In advantageous zone data initialization processing, the advantageous zone in-zone flag indicating that the vehicle is in an advantageous zone and the navigation number set in the navigation number setting area are initialized, and an advantageous zone in-zone signal buffer is turned off to output information that the vehicle is in an advantageous zone to an external device such as a test device.
[0115] Next, after the advantageous zone end processing, the advantageous zone signal control processing (S28) is performed. In the advantageous zone signal control processing, when the advantageous zone flag is set in the RAM 41c, the advantageous zone signal buffer of the RAM 41c is controlled to be ON.
[0116] Next, after the advantageous zone signal control process, advantageous zone notification end process (S29) is performed. In the advantageous zone notification end process, it is determined whether the advantageous zone signal buffer in the RAM 41c is OFF or not, and if it is determined that the advantageous zone signal buffer is OFF, the zone display LED 19 is controlled to be in an off state.
[0117] Next, after the advantageous zone notification end process, a game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of RAM 41c to be initialized in the game is set in the initialization process described below. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.
[0118] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to RAM 41c, thereby initializing the area that is initialized at the end of every game except at the end of the special game state, and at the end of the special game state, the area that is initialized at the end of the special game state is initialized. Then, after the initialization processing, interrupts are permitted (S33), and the processing returns to the initialization processing described later.
[0119] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.
[0120] [Counters related to game counts] Counters related to the number of games will be described below. The main control unit 41 and the sub-control unit 91 each have a counter related to the number of games. The main control unit 41 has a lottery counter. The lottery counter is realized using a partial area of RAM 41c. The sub-control unit 91 has a display counter and a promotion counter. The display counter and the promotion counter are realized using a partial area of RAM 91c. The lottery counter is a counter for determining whether or not the ceiling has been reached. The display counter is a counter for displaying the number of games played on the LCD display 51. The promotion counter is a counter for executing a promotion effect that suggests that an AT right will be granted in a game before the ceiling is reached.
[0121] The lottery counter possessed by the main control unit 41 will be described below. In the slot machine 1 of this embodiment, an upper limit is set on the number of games in the normal advantageous zone. This upper limit on the number of games is called the "ceiling." The main control unit 41 counts the value of the lottery counter each time a game is played in the normal advantageous zone to determine whether the ceiling has been reached.
[0122] The main control unit 41 controls the game to enter the AT state when the value of the lottery counter reaches a specific value (for example, 700). That is, the main control unit 41 increments the value of the lottery counter as the game is played, and grants the right to AT when the value of the lottery counter reaches a specific value. This allows the player to focus on the number of games played, increasing the player's interest in the game. That is, the main control unit 41 counts the number of games played in the normal advantageous zone using the lottery counter and determines whether the ceiling has been reached. The lottery counter does not count the number of games played in the normal zone. Furthermore, the value of the lottery counter is reset to its initial value (0) when the game state transitions to the normal zone.
[0123] Next, we will explain the display counter and the incentive counter that the sub-control unit 91 has. First, we will explain the incentive counter related to the lottery counter of the main control unit 41. The incentive counter is a counter for executing incentive effects that suggest that an AT right will be granted in a game before the ceiling is reached.
[0124] When the ceiling is reached, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes an exciting effect such as a continuous effect in the game before the AT right is granted. In order to execute the exciting effect at the appropriate timing, the sub-control unit 91 needs to know the timing of reaching the ceiling. The sub-control unit 91 synchronizes the exciting counter with the lottery counter of the main control unit 41 to obtain the timing of reaching the ceiling.
[0125] Specifically, the main control unit 41 includes the value of the lottery counter in the start command described in FIG. 12 and sends it to the sub-control unit 91. Based on the received start command, the sub-control unit 91 synchronizes the value of the agitation counter with the value of the lottery counter. This allows the sub-control unit 91 to obtain the timing when the ceiling game number is reached, i.e., the timing when the AT right is granted, based on the value of the agitation counter, and to execute the agitation effect at the appropriate timing. In other words, since the agitation counter is synchronized with the lottery counter, the agitation counter counts the number of games played during the normal advantageous zone, but does not count the number of games played in the normal zone. Furthermore, the value of the agitation counter is reset to its initial value (0) when the gaming state transitions to the normal zone.
[0126] Next, the display counter of the sub-control unit 91 will be described. The display counter is a counter for displaying the number of games played on the LCD display 51. In the slot machine 1 of this embodiment, the sub-control unit 91 counts the value of the display counter except for a predetermined period. The predetermined period is a period during which a store clerk or the like at the gaming facility checks the operation, and will be described in detail later. The value of the display counter is reset to the initial value (0) when the power supply to the slot machine 1 is stopped and then resumed. The value of the display counter is also reset to the initial value (0) when the gaming state transitions to the normal zone.
[0127] [Lottery counter addition process flow in the main control unit] FIG. 15 is a flowchart showing the process in which the main control unit 41 increments the lottery counter value. The main control unit 41 executes the flowchart shown in FIG. 15 based on the operation of the start switch 7. The main control unit 41 determines whether the advantageous zone is normal (step SM1). If the advantageous zone is not normal (NO in step SM1), the main control unit 41 terminates the process without incrementing the lottery counter value. If the advantageous zone is normal (YES in step SM1), the main control unit 41 increments the lottery counter value (step SM2). Thereafter, the main control unit 41 transmits the incremented lottery counter value to the sub-control unit 91 (step SM3). That is, in order to synchronize the incentive counter and the lottery counter, the main control unit 41 transmits the lottery counter value to the sub-control unit 91 by including it in the game start command shown in FIG. 12. This allows the main control unit 41 to count the number of games played within the advantageous zone normal, manage the ceiling game number, and synchronize the lottery counter value with the incentive counter.
[0128] [Increment process flow of the sub-controller's tilt counter and display counter] FIG. 16 is a flowchart showing the process in which the sub-control unit 91 adds the value of the provocation counter and the value of the display counter. The sub-control unit 91 executes the flowchart in FIG. 16 based on the operation of the start switch 7. The sub-control unit 91 determines whether the game status is in a normal advantageous zone (step SS1). If the game status is in a normal advantageous zone (YES in step SS1), the sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter (step SS2). Next, the sub-control unit 91 determines whether the predetermined period has elapsed (step SS3). If the predetermined period has not elapsed (NO in step SS3), the sub-control unit 91 adds the value of the display counter (step SS4) and ends the process. If the predetermined period has elapsed (YES in step SS3), the sub-control unit 91 does not add the value of the display counter and ends the process. The predetermined period will be described in detail later.
[0129] In this way, the lottery counter, display counter, and provocation counter are incremented based on the operation of the start switch 7, but the lottery counter and provocation counter are not incremented unless the game is in a normal advantageous zone, and the display counter is not incremented within a predetermined period. In other words, if the period during which the lottery counter value is not counted and the period during which the display counter value is not counted are the same period, the lottery counter value and the display counter value will be the same. Figure 17 shown below shows an example in which the display counter value and the lottery counter value are the same and the game progresses.
[0130] [Screen transition showing the number of games played] FIG. 17 is a diagram showing the screen transitions on the LCD display 51 in the normal advantageous zone. In FIG. 17, the screen transitions on the LCD display 51 in the normal advantageous zone are shown along with the player's actions. The screen transitions on the LCD display 51 are controlled by the sub-control unit 91, which controls the presentation. FIG. 17 shows the progress of the game when the advantageous zone is normal and not within a predetermined period. That is, in FIG. 17, when the start switch 7 is operated, the values of the lottery counter, the display counter, and the promotion counter are incremented.
[0131] In FIG. 17(a), a game count display unit 54, a character 57, and a background image 58 are displayed on the liquid crystal display 51. The background image 58 is an image including clouds, mountains, and the sun. The character 57 is displayed superimposed on the background image 58. The background image 58 and the character 57 are images used for effects. Hereinafter, the background image 58 and the character 57 are collectively referred to as "effect images." A screen on which the effect images are displayed is also referred to as an effect screen. The sub-control unit 91 displays the game count display unit 54 on the liquid crystal display 51, superimposed on the effect image. The game count display unit 54 is a display for informing the player of the number of games that have been played. The sub-control unit 91 causes the value of the display counter to be displayed on the game count display unit 54.
[0132] FIG. 17(a) shows the display screen of the LCD display 51 after 21 games have already been played in the normal advantageous zone. Therefore, the game count display unit 54 displays "21G," which indicates the 21 games that have been played. The sub-control unit 91 transitions the display screen of the LCD display 51 from FIG. 17(a) to FIG. 17(b) based on the operation of the start switch 7. As shown in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 based on the operation of the start switch 7, and adds 1 to the number of games displayed by the game count display unit 54. In other words, the number of games displayed by the game count display unit 54 is updated from "21G" to "22G."
[0133] In this way, the sub-control unit 91 counts the number of games displayed on the game count display unit 54 based on the operation of the start switch 7. This allows the slot machine 1 of this embodiment to inform the player of the games played in the normal advantageous zone. As explained above, FIG. 17 shows an example in which the value of the display counter and the value of the lottery counter are the same. Therefore, when the start switch 7 is operated from the state shown in FIG. 17(a), the values of all the counters, including the lottery counter, the display counter, and the incentive counter, are updated from "22 games" to "23 games."
[0134] Furthermore, the main control unit 41 transmits a start external signal based on the operation of the start switch 7. The start external signal is an external output signal (such as a medal IN signal indicating the number of medals used in the game) at the start of rotation that is transmitted from a predetermined output port to external devices such as a call lamp, hall computer, or test device. The start external signal corresponds to the signal output in the start-of-rotation external signal processing (S14) in FIG. 14.
[0135] Fig. 17(c) shows the display screen of the liquid crystal display 51 after a first stop operation is performed from the state shown in Fig. 17(b). Fig. 17(d) shows the display screen of the liquid crystal display 51 after a second stop operation is performed from the state shown in Fig. 17(c). In the example of Fig. 17, the sub-control unit 91 does not change the display mode of the effect image even when the first stop operation and the second stop operation are performed, but the sub-control unit 91 may change the display mode of the effect image each time a stop operation is performed.
[0136] FIG. 17(e) shows the display screen of the liquid crystal display 51 after the third stop operation has been performed. As shown in FIG. 17(e), the sub-control unit 91 changes the display mode of the effect image based on the fact that the third stop operation has been performed. Furthermore, the main control unit 41 transmits an end-of-game external signal based on the fact that the third stop operation has been performed. The end-of-game external signal is an external output signal (such as a medal OUT signal indicating the number of medals awarded) that is output from a predetermined output port to external devices such as a call lamp, hall computer, or test device after the payout process. The end-of-game external signal corresponds to the signal output in the game end external signal processing (S25) in FIG. 14.
[0137] In this manner, in the slot machine 1, a game is started by operating the start switch 7, and the game is ended by performing the third stop operation. In other words, the period of one game in the slot machine 1 is the period from when the start switch 7 is operated to when the third stop operation is performed. One game is also referred to as a "unit game." A player plays the slot machine 1 by repeating unit games. As shown in FIG. 17(f), the sub-control unit 91 again switches the display screen of the LCD display 51 based on the player's re-operation of the start switch 7. In FIG. 17(f), as in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 and updates the number of games displayed by the game count display unit 54 from "22G" to "23G." Furthermore, the main control unit 41 transmits a start external output signal based on the operation of the start switch 7. In addition, the values of all counters, including the lottery counter, display counter, and provocation counter, are updated from "23 games" to "24 games."
[0138] [Regarding the specified period] The following describes the predetermined period during which the value of the display counter is not counted. The predetermined period is a period set aside for a store clerk or the like to check the operation of the game. The sub-control unit 91 does not count the value of the display counter even if a game is being played until the predetermined period has elapsed since the slot machine 1 was powered on.
[0139] In the slot machine 1, even if a store clerk operates the start switch 7 to check the operation after the slot machine 1 is powered on after the opening of the gaming parlor, the number of games played between the time the slot machine 1 is powered on and the time a predetermined period of time has elapsed is not counted in the display counter and is not reflected in the game count display unit 54. If the number of games played by the store clerk were to be displayed to check the operation after the opening of the gaming parlor, it would be displayed that a game has already been played on the slot machine 1, even though no one should have been playing on it just after the opening, which could confuse players. Therefore, by not counting the value of the display counter even when a store clerk checks the operation during the predetermined period of time, player confusion can be prevented.
[0140] The start and end of the predetermined period can be determined at various times by the sub-control unit 91. Below, two examples are shown: one in which the end of the predetermined period is based on the end of the game, and the other in which the end of the predetermined period is based on the completion of preparations for controlling the presentation.
[0141] An example of a predetermined period during which the value of the display counter is not counted will be described with reference to FIG. 18. FIG. 18 is a diagram showing an example of a screen transition on the liquid crystal display 51 after the power is turned on. In the example of FIG. 18, the predetermined period is the period from when the slot machine 1 is turned on until one game is executed. In other words, the predetermined period ends when the game ends. Note that the predetermined period is not limited to the period from when the power is turned on until one game is executed, but may be, for example, the period until two or three games are executed. In this way, the period during which the number of executed games is not counted for display purposes can be the period from when the slot machine 1 is turned on until a predetermined number of unit games are executed.
[0142] Fig. 18 shows an example in which the power supply is cut off after the first to third stop operations are performed from the state shown in Fig. 17(f) and the 23rd game is completed. Fig. 18 also shows an example in which the setting change process is not performed when the power is turned on. After the power is restored to the slot machine 1, the store clerk plays one game to check the operation.
[0143] In FIG. 18(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. The slot machine 1 in the state shown in FIG. 18(a) is turned on by a store clerk, and transitions to the state shown in FIG. 18(b). When the power to the slot machine 1 is turned on, the sub-control unit 91 displays a recovery preparation image indicating that display data to be used for the presentation is being loaded in preparation for presentation control. As shown in FIG. 18(b), the recovery preparation image is an image including the words "preparing for recovery." Hereinafter, the screen of the liquid crystal display 51 in the state in which the recovery preparation image is displayed will be referred to as the "recovery preparation screen."
[0144] The sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. This allows the sub-control unit 91 to display the number of games played counted after the power is turned on to the slot machine 1. The sub-control unit 91 starts a predetermined period when the power is turned on.
[0145] After that, the sub-control unit 91 switches the display on the LCD display 51 from the return preparation screen to a game return image based on receiving a return command from the main control unit 41. As shown in FIG. 17(c), the game return image is an image including the words "game return in progress." Hereinafter, the screen of the LCD display 51 in a state in which the game return image is displayed will be referred to as the "game return screen." Also, below, the "return preparation image" and the "game return image" will be collectively referred to as the "returning image," and the screen of the LCD display 51 in a state in which the returning image is displayed will be referred to as the "returning screen." As shown in FIG. 17(f), before the power supply was stopped, the game state was in the normal advantageous zone, and therefore the return command includes information indicating that the game state has returned to the normal advantageous zone.
[0146] Next, after the game return screen is displayed in FIG. 17(c), the store clerk operates the start switch 7 to check operation. After receiving the return command, the sub-control unit 91 ends the display of the return screen when the start switch 7 is operated. That is, the sub-control unit 91 switches from the game return screen to a screen displaying an image for presentation. In FIG. 18(c), the value of the lottery counter held by the main control unit 41 does not return to its initial value even when the power is turned on, but retains the value in FIG. 17(f), and therefore remains at "23." The value of the incentive counter, which is synchronized with the value of the lottery counter, also remains at "23."
[0147] In FIG. 17(c), the effect image and the game count display unit 54 are displayed on the liquid crystal display 51. Since the value of the display counter has been reset to the initial value (0), "0G" is displayed on the game count display unit 54. At this time, since the predetermined period is in progress, the sub-control unit 91 does not update the number of games displayed on the game count display unit 54 from "0G" to "1G." In other words, the number of games displayed on the game count display unit 54 remains at its initial value, "0G." Meanwhile, the main control unit 41 updates the value of the lottery counter from "23" to "24" based on the start switch 7 being operated during the normal advantageous zone. Based on the increment of the lottery counter value, the sub-control unit 91 synchronizes the value of the incentive counter with the lottery counter value, "24." Therefore, as shown in Figure 18, after the power is turned on and the start switch 7 is operated, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incitement counter becomes "24G".
[0148] The main control unit 41 also transmits a start external output signal even if the start switch 7 is operated within a predetermined period. That is, the main control unit 41 outputs a start external output signal when a unit game is executed, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. As a result, the main control unit 41 can cause an external device or the like to count the number of executions of the unit game based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.
[0149] After the start switch 7 is operated by the store clerk, the first to third stop operations are performed as operation confirmation, as shown in FIG. 18(d). Based on the third stop operation being performed, the sub-controller 91 changes the display mode of the effect image, as shown in FIG. 18(e). Furthermore, based on the third stop operation being performed within a predetermined period, the main controller 41 transmits an end external signal. Based on the third stop operation being performed and the end of the game, the sub-controller 91 ends the predetermined period during which the value of the display counter is not counted.
[0150] 18, a game played by a store clerk to check operation after power is turned on is not displayed as the number of times played by the game count display unit 54. In this way, in the slot machine 1 of this embodiment, even if a store clerk plays a game to check operation before the gaming parlor opens, the sub-control unit 91 does not display the game played to check operation on the game count display unit 54, thereby preventing confusion among players.
[0151] Next, FIG. 18 shows an example in which a game is started by a player, not a store clerk. After the operation check is completed in FIG. 18(e), the player operates the start switch 7 on the slot machine 1. At this time, as shown in FIG. 18(d), the predetermined period ends when the third stop operation is performed. Therefore, the sub-control unit 91 updates the value of the display counter from "0" to "1" based on the player's operation of the start switch 7. As a result, the game count display unit 54 displays "1G" as shown in FIG. 18(f). In this way, in the slot machine 1, the game count display unit 54 displays the number of games played since the game started by the player, allowing for a natural game count display for the player.
[0152] Furthermore, since the start switch 7 is operated by the player during the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "24" to "25", and the sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter.
[0153] Furthermore, the sub-control unit 91 displays the same presentation mode, including presentation images, between the time a predetermined period has elapsed since the slot machine 1 was powered on and the time after the predetermined period has elapsed. This prevents the player from feeling uncomfortable, since the presentation mode does not change before and after the predetermined period has elapsed, even if the player plays within the predetermined period.
[0154] Next, an example based on the end of a predetermined period receiving a restore command will be described with reference to FIG. 19. FIG. 19 is a diagram showing an example of the screen transition of the liquid crystal display 51 after the power is turned on. As with FIG. 18, FIG. 19 shows an example in which the power is turned off after the first to third stop operations are performed from the state shown in FIG. 17(f) and the 23rd game is completed. In FIG. 19 as well, after the power is restored to the slot machine 1, the store clerk plays a game to check the operation.
[0155] In FIG. 19(a), the supply of power to the slot machine 1 is stopped, and no image is displayed on the LCD 51. The sub-control unit 91 resets the value of the display counter to its initial value (0) when the power is turned on. As explained above, when the power is turned on to the slot machine 1, the sub-control unit 91 reads display data, etc., in order to control the presentation. As shown in FIGS. 19(b) to (d), while preparing to control the presentation, the sub-control unit 91 displays the words "Preparing to return" on the LCD 51.
[0156] 19, the predetermined period is the period until the return command is received. That is, the predetermined period is the period from when the slot machine 1 is powered on until the return command is received. The period from when the slot machine 1 is powered on until the return command is received may be, for example, 1 to 2 seconds, or 10 to 20 seconds.
[0157] As shown in Figure 19, even if the start switch 7 is operated by the store clerk between Figure 19(b) and Figure 19(c), the value of the display counter is not incremented and remains at its initial value of "0". On the other hand, because the start switch 7 is operated during the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "23" to "24", and the sub-control unit 91 synchronizes the value of the incentive counter. Therefore, as shown in Figure 19, after the start switch 7 is operated after power is turned on, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incentive counter becomes "24G".
[0158] At this time, the main control unit 41 transmits a start external signal based on the start switch 7 being operated within a predetermined period. Furthermore, as shown in FIG. 19(d), the main control unit 41 transmits an end external signal based on the third stop operation being performed within a predetermined period. That is, the main control unit 41 outputs an end external signal when a unit game ends, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. This allows an external device or the like to tally data related to game results based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.
[0159] As shown in FIG. 19(e), the sub-control unit 91 terminates the display of the return preparation screen upon the expiration of the predetermined period and displays the game return screen. When the start switch 7 is operated after the game return screen is displayed, the sub-control unit 91 terminates the game return screen of FIG. 19(e) and switches to the effect image shown in FIG. 19(f). As shown in FIG. 19(f), the player's operation of the start switch 7 updates the display counter value from "0" to "1." That is, the game count display unit 54 displays "1G." In this manner, in the example of FIG. 19, the predetermined period is the period from when the slot machine 1 is powered on until a specific time has elapsed during which the sub-control unit 91 reads display data, etc. This allows the period during which the number of games played is not counted for display purposes to be the period from when the slot machine 1 is powered on until the sub-control unit 91 reads display data, etc. In the example of FIG. 19, unlike the example of FIG. 18, the number of games for operation check is not limited to a predetermined number of games (for example, one game as in the example shown in FIG. 18). Therefore, as long as the start switch 7 is operated within the period until the specific time has elapsed, the store clerk can play any number of games as operation check. In this way, in the slot machine 1 of this embodiment, the end of the predetermined period may be based on the end of the game as in FIG. 18, or may be based on the completion of preparations for controlling the effects, or both may be adopted, with the earlier of these being the end of the predetermined period.
[0160] [Settings change process] FIG. 20 is a diagram showing an example of the screen transition of the liquid crystal display 51 after a setting change has been made. In the example shown in FIG. 20, an example will be described in which a predetermined period of time begins based on the setting change process being set. In the example shown in FIG. 20, the predetermined period of time is the period from when the setting change is made until one game is played. Note that the predetermined period of time in FIG. 20 may also be the period from when the setting change is made until a specific time has elapsed.
[0161] As explained above, the main control unit 41 transitions the gaming state to the normal zone when the setting is changed. Hereinafter, the transition of the gaming state to the normal zone is also referred to as "initialization of the gaming state." After at least one game has been played in the normal zone, the main control unit 41 transitions the gaming state from the normal state to the advantageous zone (normal). This initializes the gaming state when the setting value is set, preventing a state advantageous to the player from continuing and preventing the player from becoming overly advantageous.
[0162] After the setting change has been made, the sub-control unit 91 displays the words "Setting change in progress" on the LCD display 51, as shown in Figure 20(a). After the setting change process is complete, the sub-control unit 91 starts a predetermined period in which the value of the display counter is not counted. Furthermore, after the setting change is complete, the sub-control unit 91 displays an image for presentation and the game count display unit 54.
[0163] Since the setting has been changed, the main control unit 41 transitions the gaming state to the normal zone. Based on the transition of the gaming state to the normal zone, the main control unit 41 resets the value of the lottery counter to the initial value (0). This also synchronizes the value of the sub-control unit 91's provocation counter to the initial value. As described above, the setting change process involves restarting the device by stopping the power supply and then turning it on again. Therefore, the sub-control unit 91 resets the value of the display counter to the initial value (0). Therefore, in FIG. 20(b), the game count display unit 54 displays "0G." That is, after the sub-control unit 91 is controlled to the advantageous zone, the sub-control unit 91 counts the value of the display counter from the initial value. This allows the slot machine 1 to display the number of games played counted during the advantageous zone on the game count display unit 54.
[0164] After the screen shown in FIG. 20(b) is displayed, the store clerk operates the start switch 7 to check the operation. At this time, since the sub-control unit 91 is operating during a predetermined period, it does not increment the value of the display counter, but keeps it at its initial value of "0." Also, since the start switch 7 is being operated in a normal zone that is not a normal advantageous zone, the main control unit 41 does not increment the value of the lottery counter, but keeps it at its initial value of "0." Also, the value of the incentive counter is synchronized with its initial value of "0." Therefore, as shown in FIG. 20(c), after the setting change process is performed and the start switch 7 is operated, the value of the lottery counter becomes "0G," the value of the display counter becomes "0G," and the value of the incentive counter becomes "0G."
[0165] As shown in Figure 20(c), the predetermined period ends when the start switch 7 is operated and then the third stop operation is performed. The main control unit 41 sets a flag for transitioning to the advantageous zone from the next game depending on the winning result. Figure 20 shows an example in which the winning result for transitioning to the advantageous zone is derived in the third stop operation after the screen shown in Figure 20(c), and the flag for transitioning to the advantageous zone from the next game is set.
[0166] The player operates the start switch 7 from the screen state shown in FIG. 20(d). Because the flag for transitioning to the advantageous zone is set, when the player operates the start switch 7, the main control unit 41 controls the game state from the normal zone to the normal advantageous zone. In the screen state shown in FIG. 20(d), the predetermined period has already ended, so the sub-control unit 91 updates the value of the display counter from "0" to "1" and displays "1G" on the number of games display unit 54. In addition, because the advantageous zone is being controlled to be the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the provocation counter is synchronized with the value of the lottery counter.
[0167] 20, the sub-control unit 91 does not count the value of the display counter until a predetermined period of time has elapsed since the setting change process was performed. This prevents players from becoming confused because the game played for the store clerk to check the operation is not counted even after the setting change process.
[0168] [Power supply cut off during gameplay] FIG. 21 shows an example of the screen transition of the liquid crystal display 51 after power is turned on. FIG. 21 shows an example in which the power supply is cut off before the first and second stop operations are performed from the state shown in FIG. 17(f) and before the 23rd game is completed. FIG. 21(a) differs from FIG. 18(a) in that the power supply is cut off before the third stop operation is performed in FIG. 21, while the power supply is cut off after the third stop operation is performed in FIG. 18. That is, the example in FIG. 21 shows the state after the power supply is cut off midway through the 23rd game without completing it. In FIG. 21 as well, after power is restored to the slot machine 1, a staff member plays a game to check its operation.
[0169] The slot machine 1 in the state shown in Figure 21(a) is powered on by a store clerk, and transitions to the state shown in Figure 21(b). When the power is turned on, the reels corresponding to the stop switches for which the third stop operation has not yet been performed begin to rotate. The sub-control unit 91 reads display data and the like used for the performance, and displays a return preparation screen on the LCD display 51. As shown in Figure 17(f), before the power supply was cut off, the gaming state was in the normal advantageous zone, so in Figure 21 as well, the main control unit 41 starts the gaming state from the normal advantageous zone.
[0170] Furthermore, if the power supply to the slot machine 1 is stopped after a unit game has started but before the unit game ends, the sub-control unit 91 counts the number of unit games following the unit game from the initial value. That is, as shown in Fig. 17(b), the sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. This allows the number of executions counted by the display counter to be reset to the initial value if the power supply to the slot machine 1 is stopped during a unit game and the unit game is not performed normally.
[0171] When the sub-control unit 91 finishes reading the display data and receives a return command, it displays the game return screen as shown in Figures 21(c) and 21(d). As described above, the return command includes information such as the game status before the power supply was stopped. Specifically, the main control unit 41 includes in the return command the content of the 23rd game shown in Figure 17(f).
[0172] In this way, the sub-control unit 91 displays the game return screen when the power supply to the slot machine 1 is restarted and a return command is received after the power supply to the slot machine 1 is stopped before the unit game ends. This allows the outside to recognize that the power supply to the gaming machine has stopped during the unit game and the unit game is not being played normally.
[0173] The store clerk stops the reels, which start spinning when the power is turned on, by performing a third stop operation to check their operation. If the power supply to the slot machine 1 is stopped after the start of a unit game shown in FIG. 17(f) but before the unit game ends, the sub-control unit 91 does not count the value of the display counter even when the unit game ends. That is, even if the effect image and the game count display unit 54 are displayed after the game return screen ends, the game count display unit 54 remains at "1G" as shown in FIG. 21(f). In other words, the sub-control unit 91 does not update the display counter value from the initial value of "0" to "1" because the previous game continues after the power supply is turned on again. As a result, if the power supply to the slot machine 1 is stopped during a unit game, the sub-control unit 91 can display "1G" on the game count display unit 54 based on the first operation of the start switch 7 after power is turned on, as shown in FIG. 21(f), excluding unit games that were not normally played.
[0174] [Volume settings and menu screen] Fig. 22 is a diagram for explaining volume setting and menu screens. Fig. 22(a) is a screen showing a display example of setting operation display 330. Fig. 22(b) is a screen showing a display example of volume setting display 340. Fig. 22(c) is a screen showing a display example of menu screen 350.
[0175] The slot machine 1 of this embodiment allows the player to set the volume for the effects. As shown in FIG. 22(a), the sub-control unit 91 notifies the player that the volume can be set by displaying a setting operation display 330 on the liquid crystal display 51. As shown in FIG. 22, the upper section of the setting operation display 330 displays the words "Go to volume setting" along with an image of the cross key 70. Furthermore, the lower section of the setting operation display 330 displays the words "Go to menu screen" along with an image of the effect switch 56. In the slot machine 1, by displaying the setting operation display 330, the player can recognize that the volume can be set by operating the cross key 70 and that the menu screen 350 can be displayed by operating the effect switch 56.
[0176] The sub-control unit 91 displays the setting operation display 330 based on the establishment of a specific condition. The specific condition is, for example, a condition in which a period in which no operation from the player is accepted continues for a predetermined time. Alternatively, the specific condition may be that the sub-control unit 91 accepts a command from the player to display the setting operation display 330. In the example of FIG. 22, the setting operation display 330 is displayed in the normal advantageous zone, but the setting operation display 330 may also be displayed during the AT state.
[0177] When the cross key 70 is operated, the sub-control unit 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(b). In FIG. 22(b), the liquid crystal display 51 displays a volume setting display 340 instead of the setting operation display 330. The volume setting display 340 is an image including a volume bar 341. The sub-control unit 91 displays the volume setting display 340 for, for example, five seconds. In the example of FIG. 22, a volume bar is displayed that allows the volume to be set to up to six levels. The sub-control unit 91 executes performance control at a volume that corresponds to the volume level that has been set. Note that the number of levels that can be set for the volume bar is not limited to six.
[0178] The sub-control unit 91 lowers the set volume by one step in response to receiving operation of the left switch 70L or the down switch 70D of the cross key. The sub-control unit 91 raises the set volume by one step in response to receiving operation of the right switch 70R or the up switch 70U of the cross key. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 can display the volume setting display 340 by operating the cross key 70.
[0179] In response to the operation of the effect switch 56, the sub-controller 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(c). In FIG. 22(c), the liquid crystal display 51 displays a menu screen 350 instead of the setting operation display 330. The menu screen 350 is a screen including a plurality of selection items. In the example of FIG. 22, the menu screen 350 includes, as selection items, a payout table 351, a game history 352, a login 353, and an end 354. The player can select one of the selection items by operating the cross key 70 while the menu screen 350 is displayed.
[0180] When payout table 351 is selected, the sub-control unit 91 displays a table showing the correspondence between game results and the awarding of gaming value. When gaming history 352 is selected, the sub-control unit 91 displays the gaming history, such as the number of times an advantageous state has been controlled and the total number of awarded gaming values. When login 353 is selected, the sub-control unit 91 displays a screen prompting the player to log in. When exit 354 is selected, the sub-control unit 91 ends the display of the menu screen 350. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 displays the menu screen 350 when the performance switch 56 is operated.
[0181] In the example of Figure 22, an example is described in which the menu screen 350 is displayed when the performance switch 56 is operated, and the volume setting display 340 is displayed when the cross key 70 is operated. However, the volume setting display 340 may be displayed when the performance switch 56 is operated, and the menu screen 350 may be displayed when the cross key 70 is operated, or the volume setting display 340 and the menu screen 350 may be displayed based on other operations.
[0182] [About the setting change sound] Fig. 23 is a diagram for explaining the specific sound output when changing settings. In Fig. 23, the setting change sound is displayed along with the screen transition after the setting change process. The main control unit 41 causes the speaker 53 to output the setting change sound as the specific sound during the setting change process and for a specific period of time after the setting change process is completed.
[0183] The setting change sound is a specific sound that indicates that a setting change is being made. By outputting the setting change sound, the slot machine 1 can make the staff in the gaming parlor aware that there is a slot machine whose setting has been changed, and can prevent unauthorized setting changes. The main control unit 41 outputs the setting change sound for, for example, 10 seconds after the setting change is completed.
[0184] 23(c), when a setting change sound, which is a specific sound, is being output, the sub-control unit 91 does not set the volume even if it accepts operation of the cross key 70. Also, when a setting change sound is being output, the sub-control unit 91 does not display the setting operation display 330. Furthermore, the main control unit 41 does not change the volume of the setting change sound when it is being output.
[0185] After the state shown in Figure 23(c) is reached, the output of the setting change sound stops. Thereafter, the sub-control unit 91 displays the setting operation display 330 as shown in Figure 23(d) based on the fact that a predetermined period of time has continued during which no operation from the player is accepted. Furthermore, the sub-control unit 91 displays the volume setting display 340 as shown in Figure 23(e) in response to the player operating the cross key 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Figure 23(f) in response to the player operating the right switch 70R of the cross key 70. At this time, the sub-control unit 91 outputs a volume confirmation sound.
[0186] In this way, the main control unit 41 can output a setting change sound as a specific sound. This allows the specific sound to be output depending on the situation, making it possible to conveniently recognize that a setting change has been made. In other words, in the slot machine 1, the status of the slot machine 1 can be recognized by the specific sound being output.
[0187] [About the door opening sound] FIG. 24 is a diagram illustrating the door-opening sound that is output when the front door 1b is open. FIG. 24(a) shows the display screen of the liquid crystal display 51 when the game state is in the normal advantageous zone. FIG. 24(a) displays the setting operation display 330. From FIG. 24(a), the front door 1b of the slot machine 1 is in the open state. The main control unit 41 outputs the door-opening sound based on the fact that the front door 1b is open. Furthermore, the main control unit 41 can continue the game even while the door-opening sound is being output.
[0188] As shown in FIGS. 24(b) and 24(c), the sub-control unit 91 does not set the volume when it accepts an operation of the cross key 70 while the door-opening sound is being output. This prevents the volume of the door-opening sound from being changed due to an accidental volume setting while the door-opening sound is being output in the slot machine 1. Furthermore, the sub-control unit 91 does not display the setting operation display 330 even if a predetermined period of time has elapsed during which no operation from the player is accepted while the door-opening sound is being output. This prevents the player from mistakingly believing that the volume can be set while the door-opening sound is being output in the slot machine 1. Furthermore, the main control unit 41 does not change the volume of the door-opening sound when it is output. This allows the door-opening sound to be appropriately notified at a constant volume.
[0189] Furthermore, when the sub-control unit 91 receives an operation of the cross key 70 while the door-opening sound is being output, the sub-control unit 91 does not output the volume confirmation sound. This prevents the slot machine 1 from interfering with the output of the door-opening sound due to the volume confirmation sound being output while the door-opening sound is being output.
[0190] FIG. 25 illustrates screen transitions that occur when the front door 1b is opened while the volume setting display 340 is displayed. In FIG. 25(a), the setting operation display 330 is displayed. In FIG. 25(b), the volume setting display 340 is displayed in response to the operation of the cross key 70. As described above, the sub-control unit 91 displays the volume setting display 340 for five seconds. When the front door 1b is opened while the volume setting display 340 is displayed, the main control unit 41 causes the speaker 53 to output a door-opening sound. As shown in FIG. 25(c), the sub-control unit 91 terminates the display of the volume setting display 340 in response to the start of output of the door-opening sound while the volume setting display 340 is displayed. This prevents the slot machine 1 from misleading the player into thinking that volume setting is possible, even if the volume setting display 340 is displayed before the door-opening sound is output.
[0191] Furthermore, the sub-control unit 91 displays the words "Door Open" based on the fact that the front door 1b is open. This allows the slot machine 1 to conveniently recognize that the door is open. Furthermore, as shown in FIGS. 25(e) and 25(f), when the front door 1b is closed after the door opening sound has started to be output and the display of the volume setting display 340 has ended, the liquid crystal display 51 displays the volume setting display 340 based on the operation of the cross key 70. This allows the volume setting display 340 to be displayed by operating the cross key 70 again after the front door 1b is closed.
[0192] [About specific songs (AT songs)] FIG. 26 shows an example in which the display of the menu screen 350 is terminated based on the first termination condition during the output of the first AT music. FIG. 26 shows the display screen of the liquid crystal display 51 when the gaming state is the first state of the advantageous zone. In the slot machine 1 of this embodiment, the sub-control unit 91 outputs a specific music piece corresponding to a specific gaming state from the speaker 53 during a specific gaming state. The specific music piece is, for example, an AT music piece (BGM) that plays only during the AT state. For example, the sub-control unit 91 outputs a first AT music piece corresponding to the first state during the first state of the advantageous zone shown in FIG. 26 from the speaker 53. The sub-control unit 91 outputs the first AT music piece in a first output mode when a special effect image is displayed. The special effect image in the first state is an image including a character 57 and a background image 58 including planets and stars. The first output mode is a mode in which the special effect sound is output at a volume higher than the volume of the special effect sound output during the normal advantageous zone.
[0193] As shown in FIG. 26(a), the sub-control unit 91 displays the setting operation display 330. As shown in FIG. 26(b), the sub-control unit 91 displays the menu screen 350 when the effect switch 56 is operated. The sub-control unit 91 changes the output mode of the music during the first AT based on the display of the menu screen 350. Specifically, the sub-control unit 91 changes from the first output mode to the second output mode. The second output mode is a mode in which the music is output at a lower volume than when output in the first output mode. In this way, by outputting at a lower volume when the menu screen 350 is displayed, the player's operation of the menu screen 350 is not hindered.
[0194] 22, when End 354 is selected from among the selection items included in the menu screen 350, the sub-control unit 91 ends the display of the menu screen 350. Hereinafter, the selection of End 354 will be referred to as an "end operation."
[0195] Furthermore, when the start switch 7 is operated while the menu screen 350 is being displayed, the sub-control unit 91 terminates the display of the menu screen 350. This allows the slot machine 1 to skip the termination operation and start spinning the reels directly from the state where the menu screen 350 is being displayed.
[0196] Furthermore, the sub-control unit 91 ends the display of the menu screen 350 when a predetermined time has elapsed since the menu screen 350 began to be displayed. As a result, in the slot machine 1, for example, if a player leaves his / her seat while the menu screen 350 is displayed, the display screen of the liquid crystal display 51 can be returned to a playable screen after the predetermined time has elapsed. The predetermined time is, for example, three minutes.
[0197] In this way, the slot machine 1 in this embodiment ends the display of the menu screen 350 when an end operation is performed, an advance operation is performed, or a predetermined time has elapsed. When an end operation or an advance operation is performed, the slot machine 1 accepts some operation, and therefore the player intentionally ends the display of the menu screen 350. On the other hand, when the display of the menu screen 350 is ended based on the elapse of a predetermined time, the display of the menu screen 350 may end against the player's intention.
[0198] Hereinafter, the condition that the player intentionally performs an ending operation or a progress operation to end the display of the menu screen 350 will be referred to as the "first ending condition." On the other hand, the condition that a predetermined time period has elapsed, which ends the display of the menu screen 350 regardless of the player's intention, will be referred to as the "second ending condition."
[0199] 26 shows an example in which the display of the menu screen 350 is terminated due to the first termination condition. When the display of the menu screen 350 is terminated due to the first termination condition, which is a condition that a termination operation or a progress operation is performed, the sub-control unit 91 changes the output mode of the music during the first AT to compensated dating. Specifically, the sub-control unit 91 changes from the second output mode to the first output mode.
[0200] FIG. 27 is a diagram showing an example in which the display of the menu screen 350 ends based on the second end condition while music is being output during the first AT. The example shown in FIG. 27 differs from the example shown in FIG. 26 in that the display of the menu screen 350 ends due to the passage of a predetermined time. When the display of the menu screen 350 ends based on the second end condition, which is unrelated to the player's intention, the sub-control unit 91 does not change the output mode of the music during the first AT. In other words, the sub-control unit 91 maintains the second output mode and outputs the music during the first AT. This prevents the player from being surprised, even if the display of the menu screen 350 ends unintentionally by the player, because the output mode of the music during the first AT is not changed.
[0201] 26(c) and 27(c), when the sub-control unit 91 ends the display of the menu screen 350, it displays the effect images shown in Fig. 26(a) and 27(a) that were displayed before the menu screen 350 was displayed. This allows the slot machine 1 to conveniently recognize that the display of the menu screen 350 has ended.
[0202] FIG. 28 is a diagram showing an example of displaying a menu screen 350 in the second state of the advantageous zone. FIG. 28 shows the display screen of the liquid crystal display 51 when the game state is in the second state of the advantageous zone. The sub-control unit 91 outputs the second AT music corresponding to the second state in the second state of the advantageous zone shown in FIG. 28(a). That is, the specific music includes the first AT music and the second AT music. Hereinafter, the specific music may be simply referred to as "AT music." The sub-control unit 91 outputs the second AT music in the first output mode when the effect image is displayed. As shown in FIG. 28(a), the effect image in the second state is an image in which character 57 and character 59 face each other.
[0203] 28(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the effect switch 56. The sub-control unit 91 changes the output mode of the music during the second AT from the first output mode to the second output mode based on the display of the menu screen 350. As a result, in the slot machine 1, in either the first state or the second state, the output mode of the music during the second AT can be changed as long as the menu screen 350 screen is displayed.
[0204] Next, in the slot machine 1, Login 353 is selected from the selection items on the menu screen 350. The sub-control unit 91 outputs a response sound in response to the selection of Login 353. That is, when the menu screen 350 is displayed and a specific operation, such as an operation to select Login 353 that is different from the end operation, is received, the sub-control unit 91 outputs a response sound. This allows the slot machine 1 to conveniently notify the player that the operation has been successfully received.
[0205] In FIG. 28(c), the sub-control unit 91 displays a login screen 355. The login screen 355 prompts the player to enter a login ID. The specific operation may include the operation of entering a login ID. In other words, the sub-control unit 91 outputs a response sound each time the player enters one character of the login ID.
[0206] [About music and sound effects output during AT during recovery] As described above, the slot machine 1 of this embodiment displays a recovery screen after power supply is resumed. During the AT state, the slot machine 1 of this embodiment outputs AT music at a volume louder than the volume of the effects during the normal advantageous zone. The slot machine 1 of this embodiment outputs sound effects based on operations for progressing the game. For example, a start sound is output in response to operation of the start switch 7. The following describes the output of AT music and sound effects when the recovery screen is displayed in the slot machine 1 of this embodiment. Figure 29 is a flowchart showing the recovery process by the sub-control unit 91. The sub-control unit 91 executes the flowchart shown in Figure 29 based on the start of power supply. The sub-control unit 91 displays a recovery preparation screen on the LCD display 51 (step SP1). As described above, the recovery preparation screen is a screen indicating that display data, etc. used for effects are being loaded.
[0207] The sub-control unit 91 determines whether or not a return command has been received (step SP2). As described above, a return command is a command indicating that the main control unit 41 has returned to the state before the power outage. The return command includes information regarding the game state and gameplay in the state before the power outage. In other words, if the power supply is stopped during the AT state, the return command includes information indicating the AT state. If the sub-control unit 91 does not receive a return command (NO in step SP2), it repeats the processing of step SP2.
[0208] When the sub-control unit 91 receives a return command (YES in step SP2), it causes the LCD display 51 to display a game return screen (step SP3). That is, the sub-control unit 91 switches the display screen of the LCD display 51 from the return preparation screen to the game return screen. Next, the sub-control unit 91 determines whether or not a bet operation command has been received (step SP4). As described above, the bet operation command is a command sent from the main control unit 41 to the sub-control unit 91 when the MAXBET switch 6 and the 1BET switch 65 are operated.
[0209] If a BET operation command is received (YES in step SP4), the sub-control unit 91 outputs a BET sound from the speaker 53 (step SP5). The BET sound is a sound effect indicating that the 1BET switch 65 or the MAXBET switch 6 has been operated effectively, and is, for example, an electronic sound lasting 0.5 seconds. After outputting the BET sound, or if the sub-control unit 91 does not receive a BET operation command (NO in step SP4), it determines whether or not a medal insertion command has been received (step SP6).
[0210] As described above, the medal insertion command is a command transmitted from the main control unit 41 to the sub-control unit 91 upon insertion of a medal into the medal insertion unit 4. When the medal insertion command is received (YES in step SP6), the sub-control unit 91 outputs a medal insertion sound from the speaker 53 (step SP7). The medal insertion sound is a sound effect indicating that the medal inserted into the medal insertion unit 4 has been validly accepted, and may be, for example, an electronic sound lasting 0.5 seconds. The medal insertion sound may be a sound effect similar to the BET sound. After outputting the medal insertion sound, or when the sub-control unit 91 does not receive the medal insertion command (NO in step SP6), it determines whether or not a stop switch command has been received (step SP8).
[0211] As described above, the stop switch command is a command transmitted from the main control unit 41 to the sub-control unit 91 in response to the operation of the stop switches 8L, 8C, and 8R. When the stop switch command is received (YES in step SP8), the sub-control unit 91 outputs a stop sound from the speaker 53 (step SP9). The stop sound is a sound effect indicating that one of the stop switches 8L, 8C, and 8R has been operated effectively, and may be, for example, a 0.5-second electronic sound. The sub-control unit 91 may output the stop sound immediately after receiving the stop switch command, or may output the stop sound when it receives a command including information indicating that the reels have stopped spinning. After outputting the stop sound, or if the sub-control unit 91 does not receive a stop switch command (NO in step SP8), it determines whether or not it has received a settlement start command (step SP10).
[0212] As described above, the settlement start command is a command sent from the main control unit 41 to the sub-control unit 91 based on the operation of the settlement switch 10. When the settlement start command is received (YES in step SP10), the sub-control unit 91 outputs a return sound from the speaker 53 (step SP11). The return sound is a sound effect indicating that the settlement switch 10 has been operated validly. The return sound includes a settlement start sound, a dispensing sound, and a settlement completion sound. The settlement start sound is, for example, an electronic sound lasting one second.
[0213] The payout sound is a sound effect output while the gaming value is being paid out from the medal payout outlet 9. The settlement completion sound is a sound indicating that all gaming value stored in a predetermined area of the RAM 41c has been paid out as medals from the medal payout outlet 9 through a return operation. The settlement completion sound may be, for example, a sound saying, "Settlement has been completed." The sub-control unit 91 may output the settlement start sound, payout sound, and settlement completion sound consecutively. Alternatively, the sub-control unit 91 may start outputting the payout sound after a predetermined period has elapsed since the output of the settlement start sound ended, or may start outputting the settlement completion sound after a predetermined period has elapsed since the output of the payout sound ended. After outputting the return sound, or if the sub-control unit 91 does not receive a settlement start command (NO in step SP10), the sub-control unit 91 determines whether a game start command has been received (step SP12).
[0214] As described above, the game start command is a command transmitted from the main control unit 41 to the sub-control unit 91 in response to the operation of the start switch 7. If the sub-control unit 91 has not received the game start command (NO in step SP12), the sub-control unit 91 returns the process to step SP2. That is, after displaying the game return screen (step SP3), the sub-control unit 91 repeats steps SP4 to SP11 until it receives the game start command (step SP12). Note that the order in which the process for outputting a bet sound in steps SP4 and SP5, the process for outputting a medal insertion sound in steps SP6 and SP7, the process for outputting a stop sound in steps SP8 and SP9, and the process for outputting a return sound in steps SP10 and SP11 are executed is not limited to the order shown in FIG. 29, and may be executed in any order.
[0215] When a game start command is received (YES in step SP12), the sub-control unit 91 outputs a start sound from the speaker 53 (step SP13). The start sound is a sound effect indicating that the start switch 7 has been operated effectively. The start sound is, for example, a one-second electronic sound that is output as the reels begin to spin. After outputting the start sound, the sub-control unit 91 ends the display of the game return screen (step SP14). That is, the sub-control unit 91 switches from the game return screen to a presentation screen corresponding to the game state included in the return command. The sub-control unit 91 determines whether the game state included in the return command is an AT state (step SP14).
[0216] If the game state included in the return command is the AT state (YES in step SP15), the sub-control unit 91 outputs music during the AT (step SP16) and ends the processing. If the game state included in the return command is not the AT state (NO in step SP15), the sub-control unit 91 outputs music according to the game state (step SP17) and ends the processing. For example, if the game state to be returned to is the normal advantageous zone, the sub-control unit 91 outputs the normal advantageous zone music that is output during the normal advantageous zone.
[0217] In this way, after the power supply is resumed, the sub-control unit 91 does not output the AT music or other music until it receives the game start command in step SP12 and ends the display of the recovery screen. In other words, while the recovery screen is being displayed, the sub-control unit 91 does not output the AT music from the speaker 53 even if the game state stored in the RAM 41c is the AT state.
[0218] On the other hand, sound effects based on operations to progress the game, such as inserting a medal into the medal insertion slot 4, operating the 1BET switch 65 or MAXBET switch 6 to set the number of bets, operating the stop switches 8L, 8C, and 8R to stop, operating the settlement switch 10 to return, and operating the start switch 7 to start, are output even during recovery. Operations to progress the game are not limited to the examples shown in FIG. 29, and may include other operations.
[0219] As a result, when the power supply to the slot machine 1 is resumed and the slot machine is controlled to the AT state while the recovery screen is displayed, the specific music is not output, so that it is possible to clearly notify the outside that the recovery is in progress. Furthermore, even during the recovery, when an operation to progress the game is performed, a sound effect based on the operation is output, so that it is possible to clearly notify the outside that the game is being played. The recovery process of the sub-control unit 91 will be described in more detail below with reference to Figures 30 and 31.
[0220] [Screen transition when power supply is stopped during AT mode] Figure 30 is a diagram showing the screen transition of the liquid crystal display 51 when the power supply is stopped during the AT state. Figure 30 shows the screen transition when the power supply is restarted after the power supply is stopped during the AT state. The screen transition of the liquid crystal display 51 is controlled by the sub-control unit 91, which controls the presentation.
[0221] As shown in Figure 30(a), the liquid crystal display 51 displays a screen for effect when the gaming state is the first state in the AT state. As shown in Figure 30(a), the AT music corresponding to the AT state is output from the speaker 53.
[0222] As shown in FIG. 30(b), since the power supply has been stopped, no image is displayed on the liquid crystal display 51, and no music or sound effects are output from the speaker 53.
[0223] As shown in Fig. 30(c), the sub-control unit 91 displays a return preparation screen based on the resumption of power supply to the slot machine 1. At this time, the sub-control unit 91 does not output music during AT in Fig. 30(c).
[0224] As shown in Figure 30(d), after displaying the return preparation screen, the sub-control unit 91 receives a return command and switches to the game return screen. Next, in Figure 30(d), the player inserts a medal into the medal insertion unit 4. The main control unit 41 transmits a medal insertion command to the sub-control unit 91 based on the insertion of a medal into the medal insertion unit 4. Based on receiving the medal insertion command, the sub-control unit 91 outputs a medal insertion sound to the speaker 53. At this time, no music is output during the AT, and only the medal insertion sound is output from the speaker 53. The medal insertion sound is output at the volume that was set before the power supply was stopped.
[0225] Next, as shown in Figure 30(e), the main control unit 41 transmits a game start command based on the start switch 7 being operated. The main control unit 41 also transmits a start external signal based on the start switch 7 being operated. The sub-control unit 91 outputs a start sound from the speaker 53 based on receiving the game start command. At this time, no music is output during the AT, and only the start sound is output from the speaker 53. The start sound is output at the volume that was set before the power supply was stopped.
[0226] Next, the sub-control unit 91 ends the display of the recovery screen and causes the LCD display 51 to display a presentation screen corresponding to the game state included in the recovery command. As shown in Fig. 30(a), the game state before power supply is the first state in the AT state, so the sub-control unit 91 displays a presentation screen corresponding to the first state. At this time, the sub-control unit 91 starts outputting music during the AT in Fig. 30(f). Output of the music during the AT may start from the beginning of the music, or may start from the point at which it was being output when power supply was stopped.
[0227] As described above, music during AT is usually output at a louder volume than the volume of the sound effects output during the normal advantageous zone. Therefore, if the power supply to the slot machine 1 is stopped due to fraud or an error, and music during AT is played during recovery, it may be difficult for store staff to recognize that the slot machine 1 is recovering. In the slot machine 1 of this embodiment, music during AT is not played during recovery, so that it is possible to clearly communicate to the outside that recovery is in progress. Furthermore, sound effects based on operations related to the progress of the game are output even during recovery. Therefore, it is easy for store staff to recognize that the game is progressing during recovery.
[0228] In this way, in the slot machine 1 of this embodiment, even if the power supply to the slot machine 1 is resumed and the slot machine 1 is controlled to the AT state stored in the RAM 41c while the recovery screen is displayed, the AT music corresponding to the AT state is not output, so that it is possible to clearly notify the outside that the recovery is in progress. Also, in the slot machine 1, even during recovery, when an operation for progressing the game, including inserting a medal, is performed, a sound effect based on the operation is output, so that it is possible to clearly notify the outside that the game is being played.
[0229] Furthermore, in the slot machine 1, even during a return, when a bet number is set by inserting medals into the medal insertion port 4, a medal insertion sound is output based on the insertion of medals into the medal insertion port 4, so that it is possible to clearly notify those outside that the bet number is being set. Also, in the slot machine 1, even during a return, when a start operation is performed to start the rotation of the reels, a start sound is output based on the operation of the start switch 7, so that it is possible to clearly notify those outside that a start operation is being performed to start the rotation of the reels.
[0230] The sub-control unit 91 may output a recovery sound indicating that a recovery is in progress while the recovery screen shown in Figures 30(c) to (d) is displayed. The recovery sound is a recovery music piece that is output only while the recovery screen is displayed. By outputting the recovery sound, the slot machine 1 can easily notify the outside that a recovery is in progress. The recovery sound may be an electronic sound instead of a music piece.
[0231] [Screen transition after power supply is cut off during a game with a navigation alert] An example will be described in which a navigation notification was being given in a game that was being executed when power supply was stopped. As described above, the navigation effect is an effect that notifies the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player using the LCD display 51, speaker 53, etc. Figure 31 is a diagram showing the screen transition of the LCD display 51 when power supply is stopped after the start of a game in which a navigation notification is given. Figure 31 shows an example in which, in a game in which a navigation notification is given, power supply is stopped after the start switch 7 is operated, but without any of the stop switches 8L, 8C, and 8R being operated.
[0232] Fig. 31(a) shows the screen of the liquid crystal display 51 after the power supply is stopped during a game in which a navigation notification is being issued. As shown in Fig. 31(b), when the power supply is resumed, the sub-control unit 91 displays a return preparation screen. Next, in Fig. 31(c), the sub-control unit 91 switches to the game return screen upon receiving a return command.
[0233] The return command received by the sub-control unit 91 includes information for returning to the game in which the navigation effect is being performed. Therefore, the sub-control unit 91 executes the navigation effect as shown in Fig. 31(c). That is, the sub-control unit 91 outputs a navigation sound from the speaker 53 and displays the navigation image 71.
[0234] The navigation sound is a sound effect for announcing the operation procedure, such as "turn right," "go in the middle," or "go left." In the example of FIG. 31(c), the navigation notification is executed to prompt the operation of the stop switch 8C, the stop switch 8L, and the stop switch 8R in that order. When the sub-control unit 91 receives a return command, it outputs a navigation sound such as "go in the middle" from the speaker 53 to prompt the operation of the stop switch 8C. The navigation sound may be output in a different output mode to indicate whether or not control is being exercised to an advantageous state, or may be output in a constant output mode during return.
[0235] Furthermore, as shown in Figure 31 (c), the sub-control unit 91 displays a navigation image 71 superimposed on the game return screen. The navigation image 71 is an image that displays numbers 1 to 3 at positions corresponding to each of the stop switches 8L, 8C, and 8R. By displaying the navigation image, the player can recognize the operation procedure for the stop switches 8L, 8C, and 8R.
[0236] Next, based on the operation of the stop switch 8C as the first stop operation, the sub-controller 91 causes the speaker 53 to output a stop sound and a navigation sound such as "Turn left." In the example of FIG. 31, the sub-controller 91 simultaneously outputs the navigation sound and the stop sound, but, for example, the navigation sound may be output after the output of the stop sound has finished. Furthermore, based on the operation of the stop switch 8C as the first stop operation, the sub-controller 91 changes the display mode of the navigation image 71.
[0237] That is, the sub-control unit 91 hides the image showing "1" corresponding to the stop switch 8C from the navigation image 71 shown in Fig. 31(c). The navigation image 71 becomes an image showing only "2" and "3" corresponding to the stop switches 8L and 8R. In Fig. 31, the liquid crystal display 51 after the first stop operation has been performed is not shown.
[0238] Next, based on the operation of the stop switch 8L as the second stop operation, the sub-controller 91 outputs a stop sound and a navigation sound such as "Turn right" to the speaker 53. Furthermore, based on the operation of the stop switch 8L as the second stop operation, the sub-controller 91 changes the display mode of the navigation image 71 as shown in Fig. 31(d).
[0239] Next, the sub-control unit 91 outputs a payout sound, a winning sound, and a stop sound based on the operation of the stop switch 8R as the third stop operation. The winning sound is a sound effect indicating that a winning combination has occurred. The main control unit 41 transmits an external end signal based on the operation of the stop switch 8R as the third stop operation. The sub-control unit 91 terminates the display of the navigation image 71 based on the operation of the stop switch 8R. That is, as shown in FIG. 31(e), only the game return screen is displayed on the LCD display 51.
[0240] Next, the sub-control unit 91 outputs a bet sound to the speaker 53 based on the player operating the MAXBET switch 6 as a bet amount setting operation. Furthermore, the sub-control unit 91 outputs a start sound to the speaker 53 based on the start switch 7 being operated as a start operation. The main control unit 41 transmits a start external signal based on the start switch 7 being operated. Furthermore, the sub-control unit 91 switches to a performance screen corresponding to the AT state, and starts outputting AT music from the speaker 53.
[0241] In this way, in the slot machine 1 of this embodiment, even during a return, when a stop operation is performed to stop the rotation of the reels by operating any of the stop switches 8L, 8C, and 8R, a stop sound based on the stop operation is output, so that it is possible to clearly notify those outside that a stop operation is being performed to stop the rotation of the reels. Also, in the slot machine 1, even during a return, a navigation image 71 suggesting the operation procedure of the stop switches 8L, 8C, and 8R is displayed, so that the player can recognize the operation procedure of the stop switches 8L, 8C, and 8R, and it is possible to ensure that the operation mode is suggested.
[0242] Furthermore, in the slot machine 1, even during the recovery, when a stop operation is performed to stop the rotation of the reels, a navigation sound based on the stop operation is output, so that the player can recognize the operation mode of the stop switches 8L, 8C, 8R and it is possible to ensure that the operation mode is indicated. Also, in the slot machine 1, regardless of whether the recovery screen is displayed or not, an external signal at the time of end is transmitted based on the stop operation, and an external signal at the time of start is transmitted based on the start operation, thereby making it possible to externally output that a game is being played.
[0243] [About the demonstration screen] The following describes the demonstration screen that is displayed based on the return operation. The demonstration screen is a screen that is displayed when no game is being played. Below, the demonstration screen may be simply referred to as the "demo screen." Figure 32 is a diagram for explaining the screen transition to the demo screen.
[0244] Figure 32(a) shows a presentation screen corresponding to the normal advantageous zone. During the normal advantageous zone, the sub-control unit 91 causes the speaker 53 to output music during the normal advantageous zone. Thereafter, the settlement switch 10 is operated as a return operation. As a return process, the main control unit 41 pays out medals corresponding to the gaming value from the medal payout opening 9. The sub-control unit 91 determines that the game has ended when the return process has been performed, and displays a demo screen as shown in Figure 32(b).
[0245] In addition, the sub-control unit 91 outputs a return sound to the speaker 53 based on the operation of the settlement switch 10. The return sound includes a settlement start sound, a payout sound, and a settlement completion sound. The sub-control unit 91 stops outputting music during the normal advantageous zone based on the switch to the demo screen.
[0246] In this way, in the slot machine 1, the demo screen is displayed based on the operation of the settlement switch 10 in the normal advantageous zone. Note that the slot machine 1 may display the demo screen not only based on the return operation, but also based on the fact that no operation from the player has been accepted for a predetermined period of time.
[0247] Figure 33 is a diagram for explaining the return operation in the AT state. Figure 33(a) shows a screen corresponding to the AT state. In the AT state, the sub-control unit 91 outputs AT music to the speaker 53. In Figure 33, as in Figure 32, the settlement switch 10 is operated as a return operation. The main control unit 41 pays out medals corresponding to the gaming value from the medal payout opening 9.
[0248] In Figure 33, as in Figure 32, the sub-control unit 91 outputs a return sound. On the other hand, the sub-control unit 91 does not switch from the presentation screen corresponding to the AT state to a demo screen. The AT state is a state that is more advantageous to the player than the normal advantageous zone. Therefore, even if a return operation is performed in the AT state, the player is more likely to continue playing than if the return operation was performed in the normal advantageous zone. Therefore, even after the settlement switch 10 is operated, the sub-control unit 91 does not switch to the demo screen, but continues to display the presentation screen corresponding to the AT state, and also continues to output the AT music. While the return sound is being output, the AT music may be output in the second output mode.
[0249] [About returning operations during recovery] Figure 34 is a screen transition diagram when the settlement switch 10 is pressed during recovery. As shown in Figure 34(a), the LCD display 51 displays a presentation screen corresponding to the normal advantageous zone. In Figure 34(a), the sub-control unit 91 outputs music to the speaker 53 during the normal advantageous zone. From the state shown in Figure 34(a), the power supply to the slot machine 1 is stopped. Accordingly, as shown in Figure 34(b), no image is displayed on the LCD display 51, and no sound effects, music (BGM), or voices are output from the speaker 53.
[0250] Thereafter, the power supply to the slot machine 1 is resumed, and a return preparation screen is displayed on the liquid crystal display 51 as shown in FIG. 34(c). Subsequently, as shown in FIG. 34(d), the screen is switched to a game return screen, and then the settlement switch 10 is operated. The sub-control unit 91 outputs a return sound to the speaker 53, but does not switch to the demo screen, and continues to display the game return screen. Subsequently, as shown in FIG. 34(e), the cross key 70 is operated. The sub-control unit 91 does not display the volume setting display 340 shown in FIG. 22.
[0251] Based on the operation of the start switch 7, the sub-control unit 91 displays a presentation screen corresponding to the AT state, as shown in Figure 34 (f). Also, based on the operation of the start switch 7, the sub-control unit 91 outputs the start sound and music during the normal advantageous section to the speaker 53. The main control unit 41 transmits an external signal at the start.
[0252] In addition, in Figure 34 (f), the sub-control unit 91 may not switch from the game return screen to a presentation screen corresponding to the normal advantageous zone, but may switch from the game return screen to a demo screen if a return operation is performed during the return.
[0253] In this way, in the slot machine 1 of this embodiment, even if a return operation is performed during recovery, the demo screen is not displayed, thereby making it possible to clearly notify the outside that recovery is in progress. Also, in the slot machine 1, even if a return operation is performed during recovery, a return sound based on the return operation is output, making it possible to clearly notify the outside that a return operation is being performed. Furthermore, in the slot machine 1, even if the cross key 70 is operated while the recovery screen is displayed, the volume setting display 340 is not displayed, thereby preventing the user from mistaking that volume setting is possible during recovery.
[0254] [Errors occurring during recovery] Below, using Figure 35, we will explain the screen transition when an error occurs during recovery. Figure 35 is a diagram of the screen transition when an error occurs during recovery. The main control unit 41 detects various errors, such as an error of medals jamming at the payout outlet, an error indicating that the hopper tank is full, and an error indicating abnormal reel rotation. When the main control unit 41 detects an error, it causes the LCD display 51 to display an error screen along with an error code corresponding to each type of error.
[0255] Fig. 35(a) shows a presentation screen corresponding to the AT state. As shown in Fig. 35(a) to (c), the power supply to the slot machine 1 is stopped, and after transitioning to the screen shown in Fig. 35(b), the power supply is resumed. As shown in Fig. 35(c) and (d), the sub-control unit 91 switches from the return preparation screen to the game return screen based on receiving a return command.
[0256] As shown in FIG. 35(e), an error occurs in the slot machine 1, and the main control unit 41 detects the error. Based on the error detection, the main control unit 41 displays an error occurrence screen on the LCD display 51 and outputs an error sound from the speaker 53. The background color of the error occurrence screen displayed in FIG. 35(e) is different from the background color of the recovery screen. For example, the background color of the error occurrence screen may be a low-intensity black, and the background color of the recovery screen may be a high-intensity black. Alternatively, a warning message such as "CAUTION" or "ERROR" may be displayed in the background of the error occurrence screen. Based on the error being resolved, the main control unit 41 sends a command to the sub-control unit 91 to display a game recovery screen, as shown in FIG. 35(f).
[0257] In this way, even during the recovery, the slot machine 1 displays an error screen in a different color from the recovery screen, thereby making it possible to clearly notify the outside that an error has occurred.
[0258] [Conditions for ending the display of the recovery screen] As described in Figs. 29 to 31, the sub-control unit 91 ends the display of the recovery screen when the start switch 7 is operated. However, the condition for ending the recovery screen is not limited to only the operation of the start switch 7. Below, with reference to Figs. 36 to 38, an example will be described in which the condition for ending the recovery screen is based on the passage of a predetermined period of time.
[0259] FIG. 36 shows an example of a screen transition when the condition for ending the display of the recovery screen is based on the passage of a predetermined period of time. The screens shown in FIGS. 36(a) and (b) are similar to the screens shown in FIGS. 34(a) and (b), and therefore will not be described again. In FIG. 36(c), the sub-control unit 91 displays a recovery preparation screen based on the resumption of power supply. Thereafter, the sub-control unit 91 continues to display the recovery screen from the time power supply is resumed until a predetermined period of time has elapsed, and when it determines that the predetermined period of time has elapsed, it displays a presentation screen corresponding to the normal advantageous zone shown in FIG. 36(f).
[0260] In the example of the slot machine 1 in Figures 29 to 35, the display of the recovery screen is terminated upon operation of the start switch 7, and an effect screen is displayed for the game following the game that was being executed before power was supplied. In contrast, in the example of the slot machine 1 in Figure 36, the display of the recovery screen is terminated upon the lapse of a predetermined period of time, and a screen corresponding to the game that was being executed before power was supplied is displayed. In other words, the game shown in Figure 31(a) and the game shown in Figure 31(f) are the same game.
[0261] In the slot machine 1 of the example in FIG. 36, the return command includes information such as the game status before the power supply was stopped and whether or not a navigation notification was provided, as well as the content of the presentation of the game before the power supply was stopped. This allows the sub-control unit 91 to display a presentation screen corresponding to the game that was being executed before the power supply was stopped. The predetermined period is at least a period of time sufficient for the sub-control unit 91 to read the content of the presentation of the game before the power supply was stopped, and is, for example, 20 to 30 seconds. Alternatively, the sub-control unit 91 may determine that the predetermined period has ended when it has finished reading the content of the presentation of the game before the power supply was stopped.
[0262] FIG. 37 shows an example of a screen transition when the settlement switch 10 is operated when the display termination condition for the recovery screen shown in FIG. 36 is applied. The screens shown in FIGS. 37(a) to 37(c) are similar to the screens shown in FIGS. 36(a) to 36(c), and therefore will not be described again. Unlike FIG. 36(d), FIG. 37(d) shows the operation of the settlement switch 10. In FIG. 37, the sub-control unit 91 also outputs a return sound to the speaker 53 in response to the operation of the settlement switch 10. Also, as in FIG. 34(d), the sub-control unit 91 does not display a demo screen because recovery is in progress. On the other hand, in FIG. 37, as shown in FIG. 37(f), the sub-control unit 91 switches to a demo screen when ending the display of the recovery screen in response to the lapse of a predetermined period of time. At this time, the sub-control unit 91 does not output any music from the speaker 53.
[0263] In this way, when the condition for ending the display of the recovery screen based on the passage of a predetermined period of time is applied, the sub-control unit 91 remembers that the settlement switch 10 was operated during recovery, and displays the demo screen when the recovery screen ends. In other words, the sub-control unit 91 internally switches to the demo screen when the settlement switch 10 is operated in Figure 37(d).
[0264] Figure 38 is a diagram showing an example of the screen transition when returning from the AT state when the display termination condition for the return screen shown in Figure 36 is applied. As shown in Figures 38(a) to (c), power supply to the slot machine 1 is stopped during the AT state and then resumed. As shown in Figure 38(d), the adjustment switch 10 is operated in the same way as in Figure 37(d). In addition, the sub-control unit 91 outputs a return sound based on the operation of the adjustment switch 10 in the same way as in Figure 37(d).
[0265] On the other hand, in FIG. 38, which shows an example in which power supply is stopped during the AT state, as shown in FIG. 38(f), when the sub-control unit 91 finishes displaying the recovery screen, it displays a presentation screen corresponding to the AT state instead of a demo screen. That is, unlike FIG. 37, the sub-control unit 91 does not internally switch to a demo screen even if the settlement switch 10 is operated. As explained in FIG. 33, the AT state is advantageous for the player, so gameplay may continue even after the power supply is stopped. Therefore, even after the settlement switch 10 is operated, the sub-control unit 91 does not switch to a demo screen, but instead starts displaying a presentation screen corresponding to the AT state and outputting music during the AT.
[0266] [Start-up mode of slot machine 1] Figure 39 is a conceptual diagram showing the order of start-up modes of the slot machine 1. Figure 39 shows the order of execution of operations, modes, etc. of the configuration of the slot machine 1 after power is supplied to the slot machine 1.
[0267] After the slot machine 1 starts to be supplied with power, it turns on the LCD backlight of the LCD 51 to display an image on the LCD 51. Then, the slot machine 1 makes the transparent area 3 of the LCD 51 transparent. Then, the slot machine 1 outputs the display data stored in the RAM 41c. Then, the slot machine 1 displays the area of the LCD 51 other than the transparent area 3 with a black background color.
[0268] Next, the slot machine 1 lights up the lower panel 55. Next, the slot machine 1 displays a return preparation screen in the area other than the transparent area 3 of the liquid crystal display 51. Next, the slot machine 1 lights up each LED in the game display unit 13. Next, after the reels start spinning, the slot machine 1 lights up the stop switch lamps inside the stop switches 8L, 8C, and 8R. In the slot machine 1 of this embodiment, the configuration of the slot machine 1 changes in the order shown in FIG. 39. Furthermore, the slot machine 1 starts up in the order shown in FIG. 39, regardless of the game status stored in the RAM 41c.
[0269] The start-up mode of the slot machine 1 will be described in more detail below with reference to Figures 40 to 42. Figure 40 is the first diagram for explaining the start-up mode of the slot machine 1. Figure 40(a) shows the state of the slot machine 1 when no power is being supplied. Therefore, in the state of Figure 40(a), all lamps of the slot machine 1 are turned off.
[0270] 40(b) shows the state of the slot machine 1 immediately after power is supplied. The main control unit 41 turns on the LCD backlight based on the start of power supply to the slot machine 1. This applies a voltage to the liquid crystal layer of the liquid crystal display 51 and adjusts the orientation of the liquid crystal molecules so that the LCD backlight is projected onto the liquid crystal display, thereby enabling the liquid crystal display 51 to display any image.
[0271] Next, as shown in FIG. 40(b), the main control unit 41 applies a voltage so that the orientation of the liquid crystal molecules corresponding to the transmissive region 3 of the liquid crystal display 51 becomes transparent. This causes the transmissive region 3 to become transparent, and the reels 2L, 2C, and 2R become visible to the player through the transmissive region 3. Next, the main control unit 41 displays an image in the image display region 72 using display data stored in the image display data region in the RAM 41c. At this time, regardless of the content of the data stored in the image display data region in the RAM 41c, the data stored in the image display data region at the time power supply started is used. FIG. 40(b) shows the data stored in that data region.
[0272] In FIG. 40(b), the main control unit 41 temporarily displays the data stored in the display data on the liquid crystal display 51 regardless of the content of the data stored in the display data. In this way, immediately after power supply is started, the main control unit 41 displays the data stored in the display data, thereby making it possible to determine whether or not an error has occurred in the display processing of the liquid crystal display 51. Furthermore, in the slot machine 1, when power supply is started, the display data can be displayed as soon as possible. The period for displaying the data stored in the display data at the start of power supply is, for example, 0.1 seconds.
[0273] 40(c), the main control unit 41 rewrites the display data in RAM 41c to a black image. As a result, as shown in FIG. 40(c), the image displayed in the image display area 72 is switched from the image corresponding to the data stored in the display data at the start of power supply to an image showing black. Next, as shown in FIG. 40(c), the main control unit 41 turns on the lower panel 55.
[0274] FIG. 41 is a second diagram for explaining the startup mode of the slot machine 1. As shown in FIG. 41(d), the sub-control unit 91 displays a return preparation screen in the image display area 72. Subsequently, as shown in FIG. 41(e), the main control unit 41 lights up the gaming display unit 13 based on the backup data stored in the RAM 41c. That is, the main control unit 41 lights up the gaming display unit 13 in the same manner as the gaming display unit 13 was lit in the game before the power supply was stopped.
[0275] In the example of Figure 41(e), the credit indicator 11 displays "50" as the number of medals, and the game aid indicator 12 displays "00." In addition, the 1BET LED 14, 2BET LED 15, 3BET LED 16, status LED 19, and start valid LED 18 are all lit. Since the start valid LED 18 is lit, the start switch 7 shown in Figure 41(e) is in a valid operable state.
[0276] 41(f) shows the state immediately after the start switch 7 is operated and the reels 2L, 2C, and 2R start to spin. As the reels 2L, 2C, and 2R spin, the 1BET LED 14, 2BET LED 15, 3BET LED 16, and start activation LED 18 are turned off.
[0277] FIG. 42 is a third diagram for explaining the start-up mode of the slot machine 1. As shown in FIG. 42(g), the stop switch lamps inside the stop switches 8L, 8C, and 8R are lit. The main control unit 41 turns on the stop switch lamps after the reels 2L, 2C, and 2R have rotated. This allows the player to recognize that the stop switches 8L, 8C, and 8R are operable.
[0278] As described above, the slot machine 1 of this embodiment starts up in the order shown in FIGS. 39 to 42. In the slot machine 1, the reels 2L, 2C, and 2R are visible through the transparent area 3 before the restoration preparation screen shown in FIG. 41(d) is displayed. This allows the states of the reels 2L, 2C, and 2R to be displayed when the power supply to the slot machine 1 is resumed before the restoration preparation screen is displayed.
[0279] Furthermore, in the slot machine 1, by the time the start enable LED 18 shown in Fig. 41(e) lights up, the reels 2L, 2C, and 2R are visible through the transparent area 3. This allows the state of the reels 2L, 2C, and 2R to be recognized externally when the power supply to the slot machine 1 is resumed and before the operation of the start switch 7 for the progress of the game becomes acceptable.
[0280] Furthermore, in the slot machine 1, by the time the status LED 19 shown in Fig. 41(e) lights up, the reels 2L, 2C, and 2R are visible through the transparent area 3. This allows the status of the reels 2L, 2C, and 2R to be recognized externally before the game status is indicated when power supply to the slot machine 1 is resumed.
[0281] 41(f), before the reels 2L, 2C, and 2R start to rotate, the reels 2L, 2C, and 2R are visible through the transparent area 3. This allows the state of the reels 2L, 2C, and 2R before they start to rotate to be recognized from the outside when the power supply to the slot machine 1 is resumed.
[0282] Furthermore, the slot machine 1 executes the startup sequence shown in Fig. 39 regardless of the game state held by the RAM 41c. As a result, when power supply to the slot machine 1 is started, regardless of the game state held by the RAM 41c, the states of the reels 2L, 2C, and 2R can be externally recognized before the recovery screen is displayed.
[0283] 40(c) to 42(g), when the power supply is resumed, the background color of the image display area is displayed in black in the slot machine 1. This makes the reels 2L, 2C, and 2R stand out, allowing the reels 2L, 2C, and 2R to be easily recognized.
[0284] Furthermore, in the slot machine 1, when the power supply is resumed, the lower panel 55 emits light before the recovery screen is displayed. This allows the slot machine 1 to easily let the outside know that the power supply has resumed.
[0285] [Reel motor configuration] Next, the configuration of the reel motor and the control method for exciting the reel motor will be described with reference to FIGS.
[0286] FIG. 43 is a diagram showing the configuration of reel motors 32L, 32C, and 32R. FIG. 44 is a timing chart showing a method for controlling the reel motors. Reel motors 32L, 32C, and 32R are, for example, hybrid stepping motors, and are composed of a stator 32b and a rotor 32a facing it. The rotor 32a has a number of gear-shaped salient poles (not shown), and permanent magnets magnetized in the same direction as the rotation axis are incorporated into these. These reel motors 32L, 32C, and 32R receive pulse signals output from a motor drive circuit under the control of the main CPU 41a. Each excitation phase φ1 to φ4 of the stator 32b is excited according to a predetermined procedure, and the rotor 32a rotates by a predetermined angle (one step) each time one pulse is received.
[0287] Figure 43(a) is a timing chart showing a control method for starting the reel motors 32L, 32C, and 32R. In Figure 43, φ1 to φ4 indicate the respective excitation phases, with "ON" indicating an excited state and "OFF" indicating a demagnetized state. When starting the reel motors 32L, 32C, and 32R, the main CPU 41a starts excitation in the direction of rotation using a 1-2 phase excitation method, which will be described later, starting from a state in which only the stopped phase is excited, with the stopped phase as the starting point. In more detail, for example, if the stopped phase is (φ3), then from a state in which only (φ3) is excited, φ1 to φ4 are alternately excited in the order of (φ3, φ4), (φ4), (φ4, φ1), etc.
[0288] If excitation were to begin from a phase other than the stop phase, the permanent magnet of rotor 32a would be suddenly attracted to the excitation phase, causing the reel to vibrate when rotation begins. However, in this embodiment, excitation begins from the stop phase, so the reel, which is integrally connected to rotor 32a, starts smoothly.
[0289] FIG. 44(b) is a timing chart showing a control method for the reel motors 32L, 32C, and 32R while they are rotating and when they are stopped.
[0290] First, during rotation, i.e., until the conditions for stopping the reels are met, the reel motors are driven using a 1-2 phase excitation method to rotate the reels 2L, 2C, and 2R. For example, pulse signals indicating excitation of φ1 to φ4 are turned ON / OFF at the timing shown in Figure 44(b), and φ1 to φ4 are excited alternately in one step in the order of 2 phase, 1 phase, 2 phase, 1 phase, 2 phase along the rotation direction of the rotor 32a, thereby rotating the rotor 32a and the reels 2L, 2C, and 2R.
[0291] Next, when the condition for stopping the rotating reel is satisfied, that is, when the rotor 32a steps out of step by an overshoot amount described later and reaches an angular position (target stop angular position) at which the symbol selected by the stop operation (target symbol) can be derived and displayed, the process shifts from the two-phase excited state to reel stop control. For example, when the condition for stopping the reel is satisfied during the period shown in Figure 44(b) as the stop condition satisfaction step, the process waits until time Ta at which the two-phase excited state is reached and then shifts to stop control.
[0292] Reel stop control is performed in two stages, as shown in Figure 44(b) at T1 and T2. The control performed at T1 is called two-phase excitation stop control, and the control performed at T2 is called three-phase excitation stop control.
[0293] The two-phase excitation stop control is a control that starts at time Ta when the reel motor is driven in the one-two phase excitation mode and transitions from a one-phase excitation state to a two-phase excitation state, and maintains the two-phase excitation state for a predetermined hold time T1. For example, as shown in Figure 44(b), from the time when the transition occurs from a (φ1) excitation state to a (φ1, φ2) excitation state, the (φ1, φ2) excitation state is maintained for the hold time T1. This causes the rotor 32a of each reel motor, which has been rotating at high speed, to be suddenly braked.
[0294] The hold time T1 is determined according to the amount of overshoot that will cause step-out, and varies depending on the magnitude of the holding torque of the reel motor, the inertia of the rotor 32a, the spring constant, etc. In this embodiment, the amount of overshoot is assumed to be four steps of the stepping motor, and the hold time T1 is set as the time required for the reel motor to drive three steps. The target stop angular position of the rotor 32a is then set three steps ahead from the point at which two-phase excitation stop control is initiated, in accordance with the hold time T1.
[0295] Therefore, at time Tb after the hold time T1 has elapsed, the rotor 32a is in a position immediately before the target stop angular position, and its rotational speed is braked. Therefore, at time Tb, the excitation pattern is switched to initiate three-phase excitation / stop control. Specifically, φ1 is demagnetized, and the stop phase φ3 corresponding to the target stop angular position and the two brake phases φ2 and φ4 located opposite each other across the stop phase are excited for a predetermined time T2. This stops the rotor 32a at the holding torque stable point of the stop phase φ3, i.e., the target stop angular position, while being braked by the brake phases φ2 and φ4. As a result, the reel integrally connected to the rotor 32a stops accurately and without vibration at the target stop position where the target symbol can be derived and displayed.
[0296] After the three-phase excitation stop control is executed for T2 (Tc), the brake phases φ2 and φ4 are demagnetized, and the motor voltage is changed from H to L while maintaining the excitation state of the stop phase φ3. The excitation state of the stop phase φ3 is maintained even after the rotor 32a has stopped in order to prevent the rotor 32a from deviating from the holding torque stable point of the stop phase φ3 due to deviations caused by the phase difference between the holding torque and the detent torque or the effects of friction. This prevents the reel from moving slightly after it has stopped, and prevents the angular position of the rotor 32a the next time the reel motor is started from deviating from the angular position at the time of stop.
[0297] The excited state of the stop phase φ3, which remains even after the rotor 32a has stopped, is released when a predetermined time (30 seconds in this embodiment, the same timing as when the system transitions to a standby state (demo effect)) has elapsed (Td) without any operation to start the next game being performed. That is, if a predetermined time has elapsed after the rotor 32a has stopped without any operation to start the next game being performed, all of the phases φ1 to φ4 are demagnetized. This prevents, for example, the heat generated by the excitation phases being continuously excited for a long period of time from being strained on the components constituting the stepping motor, thereby preventing deterioration of these components. Furthermore, in this embodiment, the excited state is released when the system transitions to a standby state (demo effect) after a predetermined period of time without any operation to start the next game being performed. This allows the symbols arranged on the reels to remain stable while the player is playing, while also reducing the load on the components of the stepping motor when the player is unlikely to be playing.
[0298] As described above, in order to smoothly start rotating the reel, it is necessary to identify the exact stop position of the rotor 32a when the reel motor starts to rotate. In this embodiment, the stop control of the reel motor is performed using a combination of two-phase excitation stop control and three-phase excitation stop control. The two-phase excitation stop control rapidly brakes the rotation of the rotor 32a while guiding it to the target stop angle position. Then, the three-phase excitation stop control brakes the rotor 32a by exciting two brake phases located on opposite sides of the stop phase of the target stop angle position, and stops the rotor 32a at the target stop angle position by exciting the stop phase. This allows the rotating rotor 32a to be stopped at the target stop angle position without vibrating. Furthermore, because the rotor 32a stops at the target stop angle position, the exact stop position of the rotor 32a is identified, allowing the reel to rotate smoothly when it starts to rotate.
[0299] In the slot machine 1 of this embodiment, the medal payout rate changes according to a set value. More specifically, the medal payout rate is changed by using the winning probability according to the set value in the internal lottery described later.
[0300] To change the setting value, it is necessary to turn on the power of the slot machine 1 after turning on the setting key switch 37. When the power is turned on with the setting key switch 37 in the ON state, the setting value display 24 displays 1 as the initial setting value, and the system transitions to a setting change mode in which the setting value can be changed by operating the reset / set switch 38. In the setting change mode, when the reset / set switch 38 is operated, the setting value displayed on the setting value display 24 is updated by 1 (when the reset / set switch 38 is operated again from setting 6, the setting value returns to setting L). Then, when the start switch 7 is operated, the setting value is confirmed, and the confirmed setting value is stored in the RAM 41c of the main control unit 41. Then, when the setting key switch 37 is turned off, the system transitions to a state in which game play can proceed.
[0301] Next, we will explain the initialization of the RAM 41c of the main control unit 41. The storage area of the RAM 41c of the main control unit 41 is divided into important work, general work (BB work, AT work), special work, set value work, stop phase work, non-saved work, unused area, and stack area.
[0302] The important work is a work that stores display data for various indicators and LEDs, input / output data for the I / O port 41d, a game time counter, etc. The general work is a work that stores stop control tables, stop patterns, the number of medals paid out, win flags (small win, replay, single bonus (1) to (3)) that are initialized at the end of each game, and prize flags. The general work includes BB work and AT work. The BB work includes data that can be initialized at the end of the BB, such as the total number of medals paid out during the BB. In other words, the AT work, in which bonus-related data is stored in the BB work, includes the number of games played during the AT, the number of lives, etc. In other words, data related to the AT state is stored in the AT work. The special work is a work that stores data for sending commands to the performance control board 90, various software random numbers, etc., data that is initialized only before the start of setting, win flags (big bonus (1) to (3)) that are not cleared at the end of each game but are initialized when a prize is won, and a game state flag that identifies the game state of the next game. The setting value work is a work in which setting values used when performing lottery in the internal lottery process are stored. Initialized before the start of setting (before transitioning to setting change mode), 0 is stored, then corrected to 1. The newly set setting value is stored when setting is completed (when exiting setting change mode). The stop phase work is a work in which data indicating the stop phase of the reel motors 32L, 32C, and 32R is stored. When the reel motors 32L, 32C, and 32R are stopped, data indicating the stop phase is stored. The non-save work is a work that retains the status of various switches, and values are always set therein at startup regardless of whether the data in RAM 41c is corrupted or not. The unused area is an unused area of the storage area in RAM 41c, and is initialized if any one of the following initialization conditions is met. The stack area is an area where data saved from the registers of the main CPU 41a is stored. Of this, the unused stack area will be initialized, just like the unused area, if any one of the multiple initialization conditions described below is met, but the stack area in use will not be initialized so that the program can continue.
[0303] In this embodiment, the main CPU 41a performs six types of initialization with different areas initialized depending on the six initialization conditions that are met: when starting up with both the setting key switch 37 and the reset / setting switch 38 in the ON state, when starting up with only the setting key switch 37 in the ON state, when BB ends, when starting up with both the setting key switch 37 and the reset / setting switch 38 in the OFF state and data in the RAM 41c is not destroyed, when one game ends, and when a RAM abnormality error occurs.
[0304] Initialization 0 is an initialization performed when both the setting key switch 37 and the reset / setting switch 38 are ON at startup and the setting change mode is terminated. In initialization 0, all areas (including unused areas and unused stack areas) of the storage area of the RAM 41c are initialized except for the setting value work, stop phase work, and in-use stack area included in the general work. In other words, in initialization 0, both the AT work and the BB work are initialized. Initialization 1 is an initialization performed when only the setting key switch 37 is ON at startup and the setting change mode is terminated. In initialization 1, all areas (including unused areas and unused stack areas) of the storage area of the RAM 41c are initialized except for the BB work, setting value work, in-use stack area, and stop phase work included in the general work. In other words, in initialization 1, the BB work is not initialized, but the AT work is initialized. In this way, in the slot machine 1, it is possible to suitably select which area of the AT work or the BB work included in the RAM 41c to initialize based on the operating states of the setting key switch 37 and the reset / setting switch 38. Initialization 2 is an initialization performed when BB ends, and in initialization 2, the general work, unused area, and unused stack area of the storage area of RAM 41c are initialized. Initialization 3 is an initialization performed when both the setting key switch 37 and the reset / setting switch 38 are OFF at startup and the data in RAM 41c is not destroyed, and in initialization 3, the unsaved work, unused area, and unused stack area are initialized. Initialization 4 is an initialization performed when one game ends, and in initialization 4, the unused area and unused stack area of the storage area of RAM 41c are initialized. Initialization 5 is an initialization performed when a RAM abnormality error occurs, and in initialization 5, all areas of the storage area of RAM 41c (including the unused area and unused stack area) except for the stack area in use are initialized.
[0305] In this embodiment, initialization 0 and initialization 1 are performed when the setting change mode ends, but they may be performed before the setting change mode is entered.
[0306] As mentioned above, in order to ensure that the reels start to rotate smoothly, it is necessary to identify the exact stopping position of the rotor 32a when the reel motor starts to rotate. However, if the data in RAM 41c, which contains data indicating the stopping phase of the reel motor, is initialized when a setting is changed, as in the past, it becomes impossible to identify the exact stopping position of the rotor 32a after the setting is changed. When the reel motor is rotated for the first time, the permanent magnet of the rotor 32a is suddenly attracted to the excitation phase, causing the reel to vibrate when it starts to rotate, which results in an unsightly rotation pattern of the reel and also makes it easy for the player to see that the setting has been changed.
[0307] In contrast, in this embodiment, data indicating the stop phases of the reel motors 32L, 32C, and 32R when they are stopped (0, 1, 2, and 3 indicate φ1, φ2, φ3, and φ4, respectively) are set in the stop phase work allocated to RAM 41c, thereby enabling the accurate stop position of the rotor 32a to be determined. Furthermore, at startup, the stop phase work is not initialized in Initialization 1 and Initialization 0, so that the data indicating the stop phases of the reel motors 32L, 32C, and 32R stored in the stop phase work is maintained even in the game state after the setting change. Therefore, even when the reel motors 32L, 32C, and 32R are rotated for the first time after the setting change, the accurate stop positions of the rotors 32a can be determined, enabling the reels to start rotating smoothly even in such a situation. This prevents the reels from vibrating when they are first rotated after the setting change, preventing the player from noticing that the setting has been changed.
[0308] [About the setting value L] FIG. 45 is a diagram for explaining the setting value L. As described above, in the slot machine 1 of this embodiment, six levels of values, 1, 2, 4, 5, 6, and L, can be set as the setting value. In a typical slot machine, setting values 1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, setting value L can be set instead of setting value 3. The setting value that can replace setting value L is not limited to setting value 3, and may be any of setting values 1, 2, 4, 5, and 6. FIG. 45 shows the expected value of payout balls over the entire period, the expected value of payout balls in an advantageous state, and the base and AT winning probabilities for each of the six setting values.
[0309] The expected value of payout balls over the entire period refers to the expected number of payout balls (number of medals) when a predetermined number of games (e.g., 175,000 games) have been played, regardless of the period of play. More specifically, it refers to the expected number of medals to be paid out when a predetermined number of games have been played during the non-internal, internal, and BB periods shown in FIG. 4. The expected value of payout balls in an advantageous state refers to the expected number of medals to be paid out when playing the slot machine 1 during the period from the start of the AT state to the end of the AT state. Note that the expected value of payout balls in an advantageous state may be the expected number of medals to be paid out not only during the period from the start of the AT to the end of the AT, but also during the BB period or the period including the AT and BB. The base refers to the average number of games that can be played when a predetermined number of medals are inserted in the normal advantageous period. The probability of winning the AT is the probability of winning the AT state per game. In the slot machine 1 of this embodiment, a lottery is held to determine whether or not to transition to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by varying the probability of receiving high points according to a set value.
[0310] As shown in FIG. 45, in the slot machine 1 of this embodiment, when the setting value 1 is set, the expected value of ball payout over the entire period is A1, the expected value of ball payout in an advantageous state is B1, the base is C1, and the probability of winning the AT is D1. When the setting value 2 is set, the expected value of ball payout over the entire period is A2, the expected value of ball payout in an advantageous state is B2, the base is C2, and the probability of winning the AT is D2. When the setting value 4 is set, the expected value of ball payout over the entire period is A4, the expected value of ball payout in an advantageous state is B4, the base is C4, and the probability of winning the AT is D4. When the setting value 5 is set, the expected value of ball payout over the entire period is A5, the expected value of ball payout in an advantageous state is B5, the base is C5, and the probability of winning the AT is D5. When the setting value 6 is set, the expected value of ball payout over the entire period is A6, the expected value of ball payout in an advantageous state is B6, the base is C6, and the probability of winning the AT is D6. When the setting value L is set, the expected value of balls to be paid out over the entire period is AL, the expected value of balls to be paid out in an advantageous state is BL, the base is CL, and the probability of winning the AT is DL.
[0311] The expected number of pachinko balls for each set value over the entire period is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the set value L is the set value with the smallest expected number of pachinko balls that can be given in all games including games in the advantageous state among the set values 1, 2, 4, 5, 6, L. Also, the expected number of pachinko balls in the advantageous state for each set value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the set value L is the set value with the smallest expected number of pachinko balls that can be given in the advantageous state among the set values 1, 2, 4, 5, 6, L. Further, in the pachinko machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes large. For example, when the period from the start of the AT state to the end of the A state is 100 games, if the expected value B1 is 900 balls (net increase of 6 balls) and the expected value B2 is 910 balls (net increase of 6.1 balls), the expected value BL may be 310 balls (net increase of 0.1 ball). That is, while the difference between B1 and B2 is 10 balls, the difference between BL and B1 is 590 balls. The difference between BL and B1 is similarly larger than any of the differences between B2 and B4, B4 and B5, and B5 and B6. In other words, the set value L is the set value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other set values.
[0312] Furthermore, the base of each setting value is such that CL is the smallest, C6 is the largest, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, and L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the AT winning probability of each setting value, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the AT winning probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, and L, and it transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.
[0313] Figure 46 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of AT when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of AT will be explained. In Figure 46, when the setting values 1 and L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 46 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for setting value 1 paid out during the period from the start to the end of the AT state is B1, the peak of the normal distribution of setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for setting value L paid out during the period from the start to the end of the AT state is BL, the peak of the normal distribution of setting value 1 indicates the number of winning balls with the expected value BL.
[0314] The width SD1N of the normal distribution for setting value 1 indicates the variation (standard deviation) in the number of medals paid out, and the width SD1L of the normal distribution for setting value L indicates the variation (standard deviation) in the number of medals paid out. In other words, the wider the width SD1N and width SD1L, the more variation there will be in the number of medals paid out at each setting value from the start of the AT state to the end of the AT state. As shown in Figure 46, width SD1L is narrower than width SD1N.
[0315] That is, the variation in the number of medals paid out when the setting value L is set during the period from the start of the AT to the end of the AT is smaller than the variation in the number of medals paid out when the setting value 1 is set during the period from the start of the AT to the end of the AT. In other words, the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value L is set will be close to the expected value BL is higher than the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value 1 is set will be close to the expected value B1.
[0316] FIG. 47 is a diagram for explaining the variation in the number of dispensed balls over the entire period when the setting value L is set. FIG. 47 illustrates a normal distribution showing the variation in the number of dispensed balls (number of medals) during a predetermined number of games (for example, 17,500 games) when the setting values 1 and L are set. In other words, it illustrates the probability distribution of the number of medals dispensed during a predetermined number of games when the setting values 1 and L are set. Referring to FIG. 45, since the expected value of dispensed balls during a predetermined number of games for the setting value 1 is A1, the peak of the normal distribution for the setting value 1 indicates the number of dispensed balls with the expected value A1. The width SD2N of the normal distribution for the setting value 1 indicates the variation (standard deviation) in the number of medals dispensed when the setting value 1 is set. Since the expected value of dispensed balls during a predetermined number of games for the setting value L is AL, the peak of the normal distribution for the setting value L indicates the number of dispensed balls with the expected value AL. The width SD2L of the normal distribution for the setting value L indicates the variation (standard deviation) in the number of medals dispensed when the setting value L is set. The width SD2L is narrower than the width SD2N.
[0317] That is, referring to FIG. 47, the variation in the number of medals paid out when the setting value L is set is smaller than the variation in the number of medals paid out when the setting value 1 is set. In other words, the probability that the number of medals paid out during a predetermined number of games when the setting value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games when the setting value 1 is set is close to the expected value A1. In other words, with the setting value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by the design of the expected value of ball payout in an advantageous state and the probability of winning the AT, as explained in FIG. 45. That is, the expected value of ball payout in an advantageous state when the setting value L is set is extremely small compared to other setting values. Therefore, with the setting value L, the number of medals paid out is small even when the game transitions to the AT state. On the other hand, with regard to the probability of winning the AT, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, and L, and the game transitions to the AT state with a relatively high probability.
[0318] At setting value L, since it transitions to the AT state with a high probability, the period of playing in the advantageous section usually does not continue, and it stably transitions to the AT state. However, even when it transitions to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in FIG. 47, in all periods regardless of the advantageous state, when a predetermined number of games are played, the variation in the number of medals paid out can be made smaller compared to other setting values. In FIG. 47, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during a predetermined number of games among setting values 1, 2, 4, 5, 6, L. Thereby, when the type test is executed with setting value L set, since the payout number stabilizes, it becomes easier to conform to the type test. Note that the expected value of the number of medals paid out in the advantageous state of setting value L does not have to be extremely smaller compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.
[0319] As described above, by adjusting the expected value of the number of balls in the advantageous state and the AT winning probability, setting value L is designed to be the setting value with the smallest variation in the payout number during a predetermined number of games. However, the method of reducing the variation in the payout number is not limited to this. For example, it is conceivable to adjust the payout number per game in the advantageous state. That is, at setting value L, the payout number per game in the advantageous state is fixed, and at the normal setting value, the payout number per game in the advantageous state is variable.
[0320] More specifically, when the set value L is set, the payout is designed to be 7 coins with a 100% probability when one game is played in an advantageous state. On the other hand, when the normal set value is set, the payout is designed to be 0 coins with a 50% probability when one game is played in an advantageous state, and 15 coins with a 50% probability when one game is played in an advantageous state. This allows a difference in the variation in the payout number per game in an advantageous state between the set value L and the normal set value, so the set value L can be set to a value that results in a smaller variation in the payout number for all games, including games in an advantageous state, than any of the normal set values. Note that the payout number per game in an advantageous state when the set value L is set is not fixed, but may be smaller than the variation in the payout number per game in an advantageous state when the normal set value is set. For example, at setting value L, it is designed so that 7 coins are dispensed with a 50% probability and 8 coins are dispensed with a 50% probability, while at normal setting value, it is designed so that 0 coins are dispensed with a 50% probability and 15 coins are dispensed with a 50% probability.
[0321] The length of the period controlled to the advantageous state may also be adjusted. The period controlled to the advantageous state is, for example, the number of games from the start to the end of the AT state. With the setting value L, the period controlled to the advantageous state is fixed, and with the normal setting value, the period controlled to the advantageous state is variable.
[0322] More specifically, when the set value L is set, the number of games played from the start of the AT state to its end is fixed at 200. On the other hand, when the normal set value is set, the period from the start of the AT state to its end is designed to be variable, for example, 100 games or 1,000 games, based on an internal lottery. This allows the length of the period controlled to an advantageous state to differ between the set value L and the normal set value, and the set value L can be set to a value that results in smaller variations in the payout numbers for all games, including games played in an advantageous state, than any of the normal set values. Note that the period controlled to an advantageous state when the set value L is set is not fixed, and it is sufficient that the variations in the length of the period controlled to an advantageous state are smaller than the variations in the length of the period played in an advantageous state when the normal set value is set.
[0323] In this way, by adjusting various conditions, the set value L can be set to the set value that produces the smallest variation in the payout numbers for all games, including games in an advantageous state, among the set values 1, 2, 4, 5, 6, and L. These conditions can also be used in combination. For example, by adjusting both the payout number per game in an advantageous state and the period of play in the advantageous state, the variation in the payout numbers for the set value L can be made the smallest among the set values 1, 2, 4, 5, 6, and L. Furthermore, by adjusting the expected number of balls paid out in an advantageous state, the probability of winning the AT, the payout number per game in an advantageous state, and the period of play in the advantageous state, the set value L may be designed to produce the smallest variation in the payout numbers among the set values 1, 2, 4, 5, 6, and L.
[0324] An example of special suggestion control that suggests that the setting value L has been set will be described below with reference to Figures 48 and 49. Figure 48 is a diagram showing an example of special suggestion control that suggests that the setting value L has been set in a non-play state. Figure 49 is a diagram showing the slot machine 1 in which a normal setting value other than the setting value L in a non-play state has been set.
[0325] 48 and 49 show the slot machine 1 in a non-play state. The non-play state means a state in which no bets are placed, the reels are stopped, and no game is being played. If no game is played for a certain period of time after entering the non-play state, the slot machine 1 displays a demo screen on the LCD display 51.
[0326] As shown in FIG. 48, when the setting value L is set, the telop 120 is displayed superimposed on the demo screen. Furthermore, when the setting value L is set, the lower panel 55 flashes. The lower panel 55 may light up instead of flashing. On the other hand, as shown in FIG. 49, when a setting value other than the setting value L is set, the telop 120 is not displayed on the LCD 51. Furthermore, the lower panel 55 does not light up or flash. Thus, in the slot machine 1 of this embodiment, when the setting value L is set and no game is being played, the telop 120 is displayed and the lower panel 55 flashes, thereby executing special suggestion control. The special suggestion control is a control that suggests to the player that the setting value L has been set.
[0327] In the example of FIG. 48, the special suggestion control is performed by displaying the caption 120 and flashing the lower panel 55. The special suggestion control may be performed in other ways as long as the suggestion can be distinguished between when a setting value other than the setting value L is set and when the setting value L is set. This allows the slot machine 1 of this embodiment to make the player aware that the setting value L has been set even when the player is not playing, thereby preventing the player from playing when the setting value L is set. Furthermore, by performing the special suggestion control using the lower panel 55, which has the largest area used for notification, the administrator and the player can be made aware that the setting value L has been set.
[0328] In this way, in the slot machine 1 of this embodiment, it is possible to set any one of the setting values 1, 2, 4, 5, 6, and L. The setting value L is the setting value among the setting values 1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in all games including games in an advantageous state when the setting value L is set, and is the setting value among the setting values 1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in an advantageous state when the setting value L is set, and is the setting value among the setting values 1, 2, 4, 5, 6, and L that has the smallest variation in the gaming value that can be awarded in an advantageous state when the setting value L is set.
[0329] As a result, by conducting a type test using the set value L, the variation in the number of medals that can be awarded in an advantageous state is reduced, allowing games to be played as designed, making it easier to comply with the type test. On the other hand, if the set value L is set in the market, it will be disadvantageous to the player because it will reduce the expected number of medals that can be awarded in all games, including games in an advantageous state, or the expected number of medals that can be awarded in an advantageous state, but by indicating that the set value L has been set, it is possible to make the player aware that the set value L has been set.
[0330] Figure 50 is a diagram for explaining the order in which setting values are stored. As described above, a reset / setting switch 38 that functions as a setting switch for changing the payout rate in the setting change state is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set setting value is displayed on the credit indicator 11 or the gaming auxiliary display 12. For example, when the setting value 1 is set, as shown in Figure 50(a), the credit indicator 11 or the gaming auxiliary display 12 displays the number "1" as a 7-segment number indicating that the setting value 1 is set.
[0331] When the reset / set switch 38 is operated in the state of Fig. 50(a), the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display "2" as a 7-segment display, as shown in Fig. 50(b). Furthermore, when the reset / set switch 38 is operated, the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display the setting values in the order of "4," "5," "6," "L," "1," "2," ..., as shown in Figs. 50(c) to (h). In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of setting values 1, 2, 4, 5, 6, L, and displays them on the credit indicator 11 or the gaming auxiliary indicator 12.
[0332] More specifically, the correspondence between the setting values and the data stored in ROM 41b or RAM 41c will be described. When "0" is stored as a data value in ROM 41b or RAM 41c, it corresponds to setting value 1. When "1" is stored as a data value, it corresponds to setting value 2. When "2" is stored as a data value, it corresponds to setting value 4. When "3" is stored as a data value, it corresponds to setting value 5. When "4" is stored as a data value, it corresponds to setting value 5. When "5" is stored as a data value, it corresponds to setting value 6. When "6" is stored as a data value, it corresponds to setting value L. The specific data associated with the setting values in ROM 41b or RAM 41c includes not only the data value indicating the setting value itself, but also a numerical value for determining a process determined for each setting value. For example, the numerical value for determining a process is a winning probability determined for each winning combination.
[0333] That is, ROM 41b stores a plurality of specific data corresponding to each of the setting values 1, 2, 4, 5, 6, and L consecutively in a storage area. Furthermore, among the plurality of specific data corresponding to each of the setting values 1, 2, 4, 5, 6, and L, the specific data corresponding to the setting value L is stored at the end of the order in the storage area of ROM 41b. That is, the order is "1, 2, 4, 5, 6, L." Note that the specific data corresponding to the setting value L may be stored at the beginning of the order in the storage area of ROM 41b. If stored first, the order is "L, 1, 2, 4, 5, 6." This makes it easier to distinguish between the setting value L and the normal setting values 1, 2, 4, 5, and 6.
[0334] Furthermore, the set value L, which is set to comply with the type test, is displayed using the letter "L" other than a number. On the other hand, the normal set value to be set in the market is displayed using a number. This makes it easier for the manager of the slot machine 1 to distinguish between the set value L and normal set values other than the set value L, and to recognize that the set value L has been set.
[0335] [Shutter effect] FIG. 51 is a diagram for explaining a shutter effect. FIG. 51 shows an example of a shutter effect executed using a liquid crystal display 51. A shutter effect is an effect in which the entire area displayed by the liquid crystal display 51 is covered once by a shutter, a sliding door, or the like being closed, and then the shutter or sliding door opens, exposing the area displayed by the liquid crystal display 51 again. The image displayed on the liquid crystal display 51 before and after the shutter or sliding door is closed may be changed in part or in whole. Furthermore, the image displayed on the liquid crystal display 51 may not need to be changed before and after the shutter or sliding door is closed. Furthermore, a shutter effect may be used when the stage is changed. This makes it possible to appropriately indicate that the stage is changing.
[0336] For example, in the example of FIG. 51(a), the second section stage of the first state is displayed on the liquid crystal display 51. As the shutter effect is executed, the display area of the liquid crystal display 51 is gradually covered by a shutter, as shown in FIG. 51(b). The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. If the shutter is an image, the liquid crystal display 51 gradually superimposes the shutter on the image of the second section stage of the first state shown in FIG. 51(a). In FIG. 51(c), the display area of the liquid crystal display 51 is covered by the shutter, and the second section stage of the first state cannot be seen.
[0337] In Figure 51(d), the shutter gradually begins to open, and in Figure 51(e), the shutter has finished opening. As shown in Figure 51(e), after the shutter effect is performed, an image showing a state in which the player is battling an enemy corresponding to the second state is displayed. Next, a method for using the shutter effect to indicate to the player that the setting value L has been set will be described.
[0338] FIG. 52 is a diagram showing the rate at which a shutter effect is executed. As shown in FIG. 52, the frequency with which a shutter effect is executed varies depending on the set setting value and the situation. When the normal setting value is set, a shutter effect is not executed in the first situation. The first situation refers to the situation in the normal section, the normal advantageous section, and the AT continuous performance. Furthermore, when the normal setting value is set, a shutter effect is executed in the second situation with a probability of 1 / 50. In other words, in the second situation when the normal setting value is set, a shutter effect is executed on average once every 50 games. When the setting value L is set, a shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and during the AT continuous performance in the first situation. In other words, a shutter effect is executed on average once every two games. When the setting value L is set, a shutter effect is not executed in the normal section, the first state, or the second state.
[0339] FIG. 53 is a diagram showing an example of special suggestion control using shutter effects. As shown in FIG. 53, in this embodiment, when the setting value L is set, the shutter effects are executed with a probability of 1 / 2 in the normal advantageous zone. At this time, effects related to the shutter effects, such as stage changes or when the shutter opens, are not executed. As a result, images of the shutter opening and closing are displayed frequently, giving the player a sense of incongruity.
[0340] Although the second situation has been described as an example in which the first and second situations are advantageous situations, the second situation is not limited to being in an advantageous situation. For example, the first situation may be the normal advantageous zone state, and the second situation may be the AT continuous performance. In this case, for example, when the setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the normal advantageous zone state, which is the first situation, and when the normal setting value is set, the shutter performance may be executed at least once during the AT continuous performance, which is the second situation.
[0341] In the slot machine 1 of this embodiment, when the normal setting value is set, the shutter effect is executed at a rate of 1 / 50 in the first and second advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed more frequently in the normal advantageous zone and during the AT continuous effect compared to when the normal setting value is set. As a result, in the slot machine 1, the shutter effect, which would only be executed in the AT state if the setting value L is not set, is executed more frequently in the normal advantageous zone, making it possible to make the player feel uncomfortable. This suggests to the player that the setting value L has been set.
[0342] In this way, the main control unit 41 uses the liquid crystal display 51 capable of executing effects used in the game to execute special suggestion control that suggests that the setting value L has been set. With this configuration, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing to play with the setting value L set.
[0343] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and as a special suggestion control, it differentiates the execution rate of the shutter effect when the setting value L is set and when the normal setting value is set, among the setting values 1, 2, 4, 5, 6, and L. This allows the player to recognize that the setting value L is set based on the execution frequency of the shutter effect.
[0344] When the normal setting value is set, the sub-control unit 91 does not execute a shutter effect in the first situation indicating the normal section, the normal advantageous section, or the AT continuous performance, but executes a shutter effect in the second situation indicating the first and second states. Also, when the setting value L is set, the main control unit 41 executes a shutter effect in the first situation using the liquid crystal display 51 as a special suggestion control. As a result, by executing a shutter effect in the first situation, the player can be made aware that the setting value L is set.
[0345] The shutter effect is an effect in which an image of a shutter, a sliding door, or other such obstruction is displayed over the entire display area of the liquid crystal display 51. The area in which the shutter effect is displayed is not limited to the entire display area of the liquid crystal display 51, and may be displayed only in the effect area 510, which will be described later. This allows the player to easily recognize that the setting value L has been set by displaying an obstruction such as a shutter or a sliding door over the entire display area.
[0346] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Also, the shutter effect is executed when the navigation is not executed. In other words, the shutter effect is not executed when the navigation is executed. This prevents the display of the navigation effect from being obstructed by the execution of the shutter effect.
[0347] [Setting value suggestion effect] The following describes the setting value suggestion effect that suggests the set setting value. Figure 54 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of this embodiment, setting values 1, 2, 4, 5, and 6 can be set as normal setting values, and setting value L can be set as special setting value.
[0348] When executing a presentation, the sub-control unit 91 can execute a setting value suggestion presentation that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit when a design change is made. The sub-control unit 91 executes the setting value presentation based on the acquired setting value. The setting value suggestion presentation can be executed at various times and in various ways. Figure 54 explains an example in which the setting value suggestion presentation is executed together with a result screen that is displayed when the AT state ends. The result screen is a screen that notifies the number of medals paid out in the AT state, the number of games played, etc.
[0349] Below, the four types of result screens shown in Figure 54 will be explained with reference to Figure 55. Figure 55 is a diagram showing the execution rate of result screens for each setting value. Figure 54(a) is the character 1 result screen on which character Ch1 is displayed. Referring to Figure 55, the character 1 result screen is displayed with a probability of 90% when the normal setting value is set. Also, the character 1 result screen is displayed with a probability of 100% when setting value L is set. In other words, when setting value L is set, the character 1 result screen is always displayed when the AT state ends and the result screen is displayed.
[0350] Figure 54(b) is the character 2 result screen on which character Ch2 is displayed. The character 2 result screen is a result screen that suggests an odd number setting. Referring to Figure 55, the character 2 result screen is displayed with a 10% probability when setting value 1 or setting value 5 is set. The character 2 result screen is not displayed when setting values 2, 4, 6, or L are set. In this way, by displaying the character 2 result screen, the slot machine 1 can suggest that either setting value 1 or 5 has been set.
[0351] Figure 54(c) is the character 3 result screen on which character Ch3 is displayed. The character 3 result screen is a result screen that suggests an even number setting. Referring to Figure 55, the character 3 result screen is displayed with a 10% probability when setting value 2 or setting value 4 is set, and with an 8% probability when setting value 6 is set. The character 3 result screen is not displayed when setting values 1, 5, or L are set. As a result, the slot machine 1 can suggest that one of setting values 2, 4, or 6 has been set by displaying the character 3 result screen.
[0352] Figure 54(d) shows the character 4 result screen displaying character Ch4. The character 4 result screen is a result screen that suggests a so-called setting value of 6. Referring to Figure 55, the character 4 result screen is displayed with a 2% probability when setting value 6 is set. The character 4 result screen is not displayed when setting values 1, 2, 4, 5, or L are set. In this way, the slot machine 1 can suggest that setting value 6 has been set by displaying the character 4 result screen. A setting suggestion that suggests a set setting value, rather than suggesting that multiple setting values have been set, as in the character 4 result screen, is called an individual setting suggestion. An individual setting suggestion may be performed for setting value 5, for example, but is preferably suggested for settings with a payout rate of more than 100%.
[0353] As described above, the slot machine 1 of this embodiment displays four types of result screens. When the character 2 result screen, character 3 result screen, and character 4 result screen are displayed, it is easy for the player to guess which of the setting values 1, 2, 4, 5, 6, and L has been set. However, when the character 1 result screen is displayed, it is difficult for the player to guess which setting value has been set. This is because, as explained above, the setting value L is a setting value intended for use in type testing, and with normal setting values intended for use in the market, the character 1 result screen is uniformly displayed with a probability of 90%. Therefore, the character 1 result screen is the result screen that makes it most difficult to determine which setting value has been set. Hereinafter, the setting suggestion that displays the character 1 result screen will be referred to as the normal setting suggestion.
[0354] 54 and 55, it was explained that the setting value is suggested by changing the type of character displayed on the result screen that is displayed when the AT state ends. The setting value suggestion effect may not only be achieved by changing the type of character displayed, but also by changing the background color or pattern displayed on the result screen, for example. Furthermore, the timing at which the setting value suggestion effect is executed is not limited to the end of the AT state, but can be executed in various states and timings, such as during the normal advantageous zone effect, during AT continuous effect, and during the ending state effect.
[0355] In this way, the slot machine 1 of this embodiment can execute a setting suggestion to suggest which of the setting values has been set. On the other hand, when the setting value L is set, the setting suggestion is not executed. In other words, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. In this way, when the setting value L is set, it is only suggested that the setting value L has been set, and it is not suggested that the normal setting value has been set, thereby preventing confusion among the player.
[0356] Furthermore, in the slot machine 1 of this embodiment, when the normal setting value is set, on the result screen at the end of the AT state, it is possible to execute normal setting suggestion, odd setting suggestion, even setting suggestion, and setting value 6 final suggestion, which are the most difficult to recognize which setting value is set. When setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen other than the normal setting suggestion are not displayed, while the character 1 result screen is displayed. This makes it possible to prevent confusion among players caused by setting suggestions other than the normal setting suggestion when setting value L is set.
[0357] Furthermore, in the slot machine 1 of this embodiment, when the setting value 6 is set among the setting values 1, 2, 4, 5, 6, and L, an individual setting suggestion that suggests that the setting value 6 is set can be executed. On the other hand, when the setting value L is set, the individual setting suggestion, that is, the setting value 6 determination suggestion, is not executed. This makes it possible to prevent the player from being confused by suggesting that one of the normal setting values is set even when the setting value L is set, and further makes it possible to prevent the player from being confused by the individual setting suggestion that individually suggests that the setting value L is set being displayed on the result screen.
[0358] Figure 56 is a flow diagram showing the control contents of the initial setting process performed by the main control unit 41. In the following, in order to explain the setting value change process in more detail, the startup process and initial setting process performed by the main control unit 41 will be explained based on Figure 56. The startup process and initial setting process are subroutines included in the game program.
[0359] When power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where timer interrupts are set to be prohibited due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 41b. After starting up, the main control unit 41 first performs a startup setting process included in the game program to initialize all output ports 0 to 9, and then performs an initial setting process included in the game program to initialize the internal registers of the main control unit 41 based on an internal register initialization table previously set in a predetermined area of the ROM 41b.
[0360] The initialization process begins with timer interrupts disabled. The process first references a predetermined area of the input port (Sa1) and determines whether the power interruption detection signal output from the power interruption detection circuit is ON (Sa2). If the power interruption detection signal is ON, the process waits until the power interruption detection signal turns OFF. After the power supply voltage of the slot machine 1 returns to normal and the power interruption detection signal turns OFF, the process calculates parity in a predetermined area of the RAM 41c (Sa3) and sets a predetermined initial address in the stack pointer (Sa4). The process then determines whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, the process acquires fixed data for RAM corruption diagnosis set in a predetermined area of the RAM 41c at the time of power interruption (Sa6), and diagnoses whether the contents of the RAM 41c have been corrupted based on the fixed data for RAM corruption diagnosis (Sa7).
[0361] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 41c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). Note that an abnormality in RAM 41c occurs when the parity is abnormal, or when the parity is normal but the stored contents are diagnosed as abnormal.
[0362] If an abnormality is found in RAM 41c, the main control unit 41 saves the values of flag registers, which store calculation results, by storing them in a predetermined order in a game stack area of the game RAM area (Sa9), and then calls and executes non-game RAM area initialization processing included in the non-game program (Sa10). The non-game RAM area initialization processing initializes the non-game RAM area of RAM 41c, and then returns to the initial setting processing. Upon returning to the initial setting processing, the flag register values saved in the game stack area in step Sa9 are sequentially read from the game stack area in the reverse order of saving and set in the flag register, thereby restoring the flag register to the state it was in before the RAM area initialization processing was executed (Sa11).
[0363] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is stored in a predetermined area of the non-game RAM area and saved. Then, the stack pointer SP is set to a predetermined value of the non-game stack area (the value stored in the predetermined area of the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program), thereby setting the stack pointer SP for the non-game program. Then, the values of all registers provided in the main control unit 41, including the above-mentioned flag register, are saved in a predetermined order in the non-game stack area of the non-game RAM area specified by the stack pointer SP. Then, the start address (the first address of the unused area 4) and end address (the last address of the non-game RAM area) of the RAM to be initialized are specified, and the start address is used as the initial value of the specified address. The data at the specified address is then cleared, and the specified address is updated to the next address. This process is repeated until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, the register values that were stored and saved in the non-game stack area when the non-game RAM area initialization process began are sequentially read from the non-game stack area in the reverse order of saving and set in the registers corresponding to that order, thereby restoring all registers to the state they were in when the non-game RAM area initialization process began. Then, the value of the stack pointer SP that was saved in a predetermined area of the non-game RAM area when the non-game RAM area initialization process began is set to the stack pointer SP, restoring the stack pointer SP to the state it was in when the non-game RAM area initialization process began, and the non-game RAM area initialization process is terminated.
[0364] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of that capacity can be cleared sequentially from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.
[0365] If it is determined in step Sa8 that there is no abnormality in RAM 41c, or if the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in RAM 41c is cleared (Sa12), and a RAM destruction initialization start address is set (Sa13) to specify the address of the game RAM area that is the target for initialization processing when there is an abnormality in RAM 41c. Then, input port 2 is referenced to determine whether the setting key switch 37 is in the ON state (Sa14).
[0366] If it is determined in step Sa14 that the setting key switch 37 is ON, a setting change process is performed. In the setting change process, the reset / setting switch 38 and start switch 7 are operated in a predetermined sequence to confirm the setting value. When it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the game is allowed to proceed. Furthermore, when the setting change process starts, a setting command (start) indicating the start of the setting change process is sent to the sub-control unit 91. When the setting change process ends, a setting command (end) indicating the end of the setting change process is sent. Furthermore, when the setting change process ends, the setting change process specifies the start address of the RAM area to be initialized at the time of the setting change and returns to the main processing step. Then, by performing RAM initialization processing in the main processing step, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, i.e., the entire game RAM area, is initialized. Note that all game RAM areas except for the stack area currently in use in RAM 41c may be initialized.
[0367] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, it is determined whether or not there is an abnormality in the RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa15). If it is determined that there is no abnormality in the RAM 41c, initialization processing is executed (Sa151). The initialization processing in Sa151 corresponds to initialization 3 described in FIG. 44. Then, the output buffer for outputting external output signals is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of the RAM 41c and counts the number of times a reel rotation error is detected in the main processing described below, is cleared (Sa17). Then, the stack pointer SP is set to the address at the time of power failure based on the contents stored in the RAM 41c, thereby restoring the stack pointer to the state it was in at the time of power failure (Sa18), and port input processing is executed twice consecutively (Sa19, Sa20).
[0368] The port input process updates input status data (input data indicating the current input status of the various switches, confirmation data indicating that the previous and current input data are the same, and edge data indicating that the confirmation data has changed since the previous input) related to the input status of the various switches input to the parallel input port 511. Port input buffers 0-2 are provided in a predetermined area of the game RAM area of the RAM 41c to store the input status data of the various switches. The input status data of the various switches updated by the port input process is stored in predetermined bits of the port input buffer, which are predefined for each type of switch. In the port input process, the detection status (ON or OFF) of the various switches connected to input ports 0-2 of the parallel input port 511 is stored as input data in predetermined bits of the port input buffer. Furthermore, the detection status (ON or OFF) in the previous and current port input processes is compared. If the current and previous input data are the same, the confirmation data is updated to indicate the detection status of the current input data. However, if the current and previous input data are different, the previous confirmation data is maintained. Furthermore, by comparing the current and previous confirmed data, if the confirmed data changes from an OFF state to an ON state, ON edge data indicating that the confirmed data has changed from an OFF state to an ON state is stored in a predetermined bit of port input buffers 0 to 2, and if the confirmed data changes from an ON state to an OFF state, OFF edge data indicating that the confirmed data has changed from an ON state to an OFF state is stored in a predetermined bit of port input buffers 0 to 2. The input data, confirmed data, and edge data of the various switches stored in the port input buffers can be referenced by game programs and non-game programs.
[0369] Furthermore, by performing the port input process twice in succession in the initial setting process, when the port input process is subsequently performed, input state data relating to the input states of the detection signals of the various switches is created based on the input states of the various switches after the initial setting process, i.e., the input states of the various switches after the power supply to the slot machine 1 is resumed. This prevents unintended input situations from being identified. Furthermore, the port input process may be configured to create finalized data based on input data acquired through three or more port input processes (e.g., input data from the current, previous, and previous-previous inputs). In such a configuration, by performing the port input process in the initial setting process one consecutive time less than the number of port input processes required to create finalized data, input state data can be created when the port input process is performed after the initial setting process based on the input states of the various switches after the initial setting process.
[0370] After the port input processing is performed in steps Sa19 and Sa20, a predetermined input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22), and if the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of RAM 41c (Sa23).
[0371] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a restoration command indicating that the control state before power interruption has been restored is sent to the sub-control unit 91 (Sa24), and then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 will be transmitted is set in a predetermined area of the RAM 41c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door open detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of the RAM 41c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.
[0372] Then, after setting the door command transmission flag in step Sa25, all registers are restored to the state before power was cut off stored in RAM 41c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and the process transitions to the timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to the slot machine 1 was cut off.
[0373] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM 41c, game RAM initialization processing is performed (Sa28), and the area from the RAM destruction initialization start address set in step Sa13 to the end of the game RAM area of RAM 41c is initialized. The game RAM area initialization processing in Sa28 corresponds to initialization 5 described in Figure 44. Then, as in the processing up to steps Sa9 to Sa11, the value of the flag register in which a flag is set among the registers is saved to the game stack area of the game RAM area (Sa29), and then non-game RAM area initialization processing included in the non-game program is called (Sa30), and all non-game RAM areas of RAM 41c are initialized, and the process returns to the caller and restores the registers saved in step Sa29 (Sa31).
[0374] After restoring the register in step Sa31, the door command transmission flag is set (Sa32), the timer interrupt is set to enabled (Sa33), a RAM abnormality error code (E8) indicating that there is an abnormality in RAM 41c is prepared in a specified register (Sa34), the initial setting process is terminated, and the process proceeds to error processing.
[0375] In error processing, the sub-controller 91 is controlled to enter an error state in which game progress is disabled. The sub-controller 91 then sends an error command identifying an error code (E8) stored in a specified register to the sub-controller 91, setting the error code (E8) in a specified area of the RAM 41c as an error flag that can be referenced in other processes (e.g., the sensor monitoring process described below). The sub-controller 91 also controls the sub-controller 91 to display the error code (E8) on the game assist display 12. The sub-controller 91 then continues to control the error state until it is determined that the error state release condition corresponding to the error code (E8) stored in the specified register has been met. When the RAM abnormality error code (E8) is stored in the specified register and the system transitions to the error state, turning on the power switch 39 with the setting key switch 37 turned on reliably resolves the data abnormality in the RAM 41c and releases the error state by initializing all game RAM areas. On the other hand, turning on the power switch 39 without turning on the setting key switch 37 again detects an abnormality in the RAM 41c and again triggers the error state.
[0376] In this way, the main control unit 41 first performs an initial setting process after power supply to the slot machine 1 is started, and in the initial setting process, the main control unit 41 transitions to one of timer interrupt processing (main), setting change processing, and error processing depending on the state of the main control unit 41 when power supply to the slot machine 1 is started. When transitioning to these processes, the main control unit 41 transmits a command capable of specifying the type of processing to transition to to the sub-control unit 91. When transitioning to timer interrupt processing (main), that is, when returning to the control state before power supply to the slot machine 1 was stopped, the main control unit 41 transmits a return command to the sub-control unit 91. When starting setting change processing and transitioning to the setting change state, the main control unit 41 transmits a setting command (start) to the sub-control unit 91. When starting error processing and transitioning to the error state due to an abnormality in the RAM 41c, the main control unit 41 transmits an error command to the sub-control unit 91.
[0377] After transitioning from the initial setting process to the setting change process, the main control unit 41 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it sends a setting command (end) to the sub-control unit 91 that can specify that the setting change state has ended, but does not send a return command. Also, after transitioning to error processing due to an abnormality in RAM 41c, transitioning to the setting change process as described above and canceling the error state returns to a state in which the game can progress, and even when the error processing is terminated and the state in which the game can progress is returned to, it does not send a return command to the sub-control unit 91.
[0378] In this way, the main control unit 41 starts up when power supply to the slot machine 1 is started, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through this startup setting process.
[0379] Furthermore, after performing startup setting processing, the main control unit 41 performs initial setting processing included in the gaming program. Then, in the initial setting processing, if it is determined that there is an abnormality in the RAM 41c, it calls non-game RAM area initialization processing included in the non-game program to initialize a predetermined area of the non-game RAM area of the RAM 41c. Also, in the initial setting processing, it calls RAM initialization processing included in the gaming program to initialize a predetermined area of the gaming RAM area of the RAM 41c, so that the gaming RAM area is initialized by the gaming program and the non-game RAM area is initialized by the non-game program.
[0380] [Specific increment processing during setting change processing] 57 is a flow diagram showing the control contents of the setting change processing performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and transitions to a setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Thereafter, the main control unit 41 converts the value of the A register into a display value (S115).
[0381] Specifically, if "0" is stored as the setting value in RAM 41c, it is converted to "1", which is a numeric value for display. If "1" is stored as the setting value in RAM 41c, it is converted to "2", which is a numeric value for display. If "2" is stored as the setting value in RAM 41c, it is converted to "4", which is a numeric value for display. If "3" is stored as the setting value in RAM 41c, it is converted to "5", which is a numeric value for display. If "4" is stored as the setting value in RAM 41c, it is converted to "6", which is a numeric value for display. If "5" is stored as the setting value in RAM 41c, it is converted to the character "L" for display. As shown in FIG. 60, the main control unit 41 causes the converted setting value to be displayed on the credit indicator 11, which is a setting value indicator (S116). Thereafter, it is determined whether the reset / setting switch 38 has been operated (S117).
[0382] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process, and is a process in which an interrupt process is not executed even if an interrupt prohibition process is not executed based on an interrupt prohibition command during the execution of the specific increment process. In other words, the main control unit 41 prohibits the execution of a timer interrupt even if a specified time for generating the timer interrupt is reached or a condition for generating the interrupt is met during the execution of the specific increment process. The specific increment process is also used for various purposes, and in the example of FIG. 57, it is used to add a set value.
[0383] Specifically, the main control unit 41 executes an addition process to add a value indicating the set value stored in the A register (S118). Thereafter, the main control unit 41 executes a determination process to determine whether the value indicating the set value stored in the A register is identical to a specific value (S119). The specific value is a value determined depending on the application for which the specific increment process is used, and is stored in ROM 41b. The specific value in the specific increment process used for adding the set value is 6. In addition, in the specific determination process, the specific value 6 is subtracted from the set value after addition, and by determining whether the subtraction result is 0, it is determined whether the set value after addition and the specific value are identical. More specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1."
[0384] If the result of the determination process is that the subtraction is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (S120). The regression process is executed when the value stored in the A register is "6." The set values 1, 2, 4, 5, 6, and L set in this embodiment correspond to data values "0, 1, 2, 3, 4, and 5" stored in the RAM 41c or ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process to regress the data value stored in the A register to "0." This allows the data value "5," representing the set value L, to be corrected to the data value "0," representing the set value 1, when an addition process is performed. After executing the regression process, the main control unit 41 returns the process to S116. If the subtraction is not 0, the main control unit 41 does not execute the regression process and returns the process to S116.
[0385] More specifically, when the value stored in the carry flag C is "1," the main control unit 41 calculates the exclusive OR between all bits contained in the A register and the value stored in each of those bits. In other words, since the exclusive OR is calculated between all bits and the same value, the values of all bits in the A register become "0."
[0386] As described above, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding a specific value. This allows the credit display 11 to appropriately switch the display from FIG. 60(f) to FIG. 60(g). Furthermore, when executing the specific increment process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of an interrupt process.
[0387] If the reset / setting switch 38 has not been operated in S117 (NO in S117), the main control unit 41 determines whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 determines whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 determines whether the reset / setting switch 38 was ON at the start of the setting change process (S1231). That is, the main control unit 41 determines whether the reset / setting switch 38, in addition to the setting key switch 37, has been operated at the time of Sa14 in FIG. 56. If the reset / setting switch 37 is ON (YES in S1231), the main control unit 41 executes initialization 0 described in FIG. 44 (S1232). That is, if both the setting key switch 37 and the reset / setting switch 38 are operated, both the AT work and the BB work are initialized. On the other hand, if the reset / setting switch 38 is not ON (NO in S1231), the main control unit 41 executes initialization 1 described in FIG. 44 (S1233). That is, if only the setting key switch 37 is operated, only the BB work is initialized.
[0388] After the initialization process is completed, the main control unit 41 converts the value of the A register into a setting value and stores it (S124), sends a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 ends the setting change state (S127).
[0389] [Specific decrement processing during payout processing] The above describes an example in which a specific increment process is executed in a setting change process. Next, an example in which a specific decrement process is executed during a payout process will be described. Figure 58 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. The payout process in Figure 58 is a process executed in S18 of the main process.
[0390] As a result of the winning determination, the number of medals awarded, which was set when it was determined that a prize had been won, is compared with the number of medals already paid out, indicating the number of medals that have already been paid out, to confirm whether or not the payout has finished (Si1). If the payout has not finished, it is determined whether or not an insertion error (an error that is determined when a medal is detected to have been inserted outside of the period in which medal insertion is permitted) has occurred (Si11), and if it is not determined that an error has occurred in step Si11, it proceeds to step Si2. If it is determined that an insertion error has occurred in step Si11, an error code indicating an insertion error during the payout process is set in a register (Si12), and it proceeds to step Si2.
[0391] In step Si2, it is checked whether the credit can be added based on whether the credit has reached the upper limit (Si2), and if the credit can be added, the process waits for the credit payout interval (Si3) and then adds 1 to the credit (Si4). After processing Si3, the value of the medal OUT signal output counter, which indicates the remaining number of medal OUT signal outputs, is added by 1 (Si5), and a payout number subtraction process is executed (Si6), after which the process returns to step Si1 again.
[0392] If the credit cannot be added in step Si2, one medal is paid out (Si7), then the value of the medal OUT signal output counter is incremented by one (Si8), and the process proceeds to step Si9, where the number of medals paid out is subtracted, and the process returns to step Si1.
[0393] In the single medal payout process in step Si7, the hopper motor is driven to control the payout of one medal, and the process proceeds to step Si8 only if the payout sensor detects that one medal has been successfully paid out. The process also monitors whether a medal jam has occurred or the machine is out of medals, and if it determines that a medal jam or a medal jam has occurred, the process stops the hopper motor, sets a payout error in the register, and proceeds to error processing. After the payout error is cleared, the process returns to the main process.
[0394] If the payout is completed in step Si1, the hopper motor is stopped (Si10) and the process proceeds to the end-of-game process. In this way, in the payout process, the value of the medal OUT output counter is incremented by 1 each time the payout sensor detects the payout of one medal by the single medal payout process or each time the credit is incremented by 1.
[0395] FIG. 59 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. The one-coin payout process in FIG. 59 is the process executed in Si7 and Si9 in FIG. 58. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process includes a subtraction process, a determination process, and an update process. During the execution of the specific decrement process, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process is not executed. In other words, the main control unit 41 prohibits the execution of a timer interrupt during the execution of the specific decrement process, even if the specified time for the timer interrupt to occur is reached or the conditions for the interrupt to occur are met. The specific decrement process is also used for various purposes, and in the example of FIG. 59, it is used for the process of subtracting the payout number.
[0396] The main control unit 41 stores the address of RAM 41c stored in the HL register in the A register (SD1). The HL register refers to two auxiliary registers: the H register and the L register. When a bonus is determined to have been won during the winning determination process, the HL register stores the address of RAM 41c that stores the remaining number of medals to be paid out for that bonus. For example, if the specified number of medals to be paid out in the BB is 345, data indicating 345 medals is stored in an address in RAM 41c immediately after the BB is won. After that, when 15 medals are paid out, the data stored in that address is decremented to 310 medals using the method described below. The data stored in that address is hereinafter referred to as the "remaining payout value." The specified number of medals to be paid out is not limited to 345 medals and may be, for example, 17 medals. The main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register and then executes a specific decrement process.
[0397] Specifically, the main control unit 41 executes a subtraction process to subtract 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, if the value of all bits of the A register is "0", the subtraction process causes all bits of the A register to have a value indicating "F". In other words, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".
[0398] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" (SD3). If the result of the determination process is that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (SD4). The update process is executed when a borrow occurs and the value stored in all bits of the A register becomes "F". When a borrow occurs, the main control unit 41 can correct the value of the A register to "0" by the update process. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).
[0399] In this way, in the slot machine 1 of this embodiment, the execution of the specific decrement process prevents the value of the A register from being in a state where a borrow has occurred. Furthermore, when the main control unit 41 executes the specific decrement process, it inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value due to the execution of the interrupt process.
[0400] [Specific decrement process in time counter update process] The above describes an example in which a specific decrement process is executed during a payout process. Next, an example in which a specific decrement process is executed during a time counter update process will be described. A timer counter for measuring a time interval used by the main control unit 41 for controlling the progress of a game will be described.
[0401] The main control unit 41 sets an initial value corresponding to the measured time as the timer value of the timer counter allocated to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main) to determine that the measured time has elapsed when the timer value reaches 0. More specifically, when a condition for starting timing is met in the main process, the main control unit 41 sets an initial value corresponding to the measured time in an area allocated to a timer counter corresponding to the condition.
[0402] The set timer value is decremented by 1 approximately every 2.24 ms until it reaches 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, and it is determined whether the read value is 0. If it is determined that the read value is 0, it is determined that the measured time has elapsed. In this embodiment, multiple timer counters can be used. For example, a 1-byte timer with an initial value of 1 byte or less and a 2-byte timer with an initial value of more than 1 byte but 2 bytes or less can be used.
[0403] The timer counters used in this embodiment include 1-byte timer A, 1-byte timer B, and 1-byte timer C, each with an initial value of 1 byte or less, and a 2-byte timer, with an initial value of more than 1 byte but 2 bytes or less. Note that the timer counter may include multiple 2-byte timers.
[0404] A 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value of 1 byte or less, and examples include an external output signal timer that measures the output period of an external output signal, an LED update timer that measures the output update period of an LED, a stop invalidation timer that measures the period from when a stop operation is detected until another stop operation is enabled, a payout waiting timer that measures the period from when the reels stop until the payout of medals begins, an insertion detection timer that measures the period from when the inserted medal sensor is detected to be ON, an insertion port detection timer that measures the period from when the insertion port sensor is detected to be ON, a payout detection timer that measures the period from when the payout sensor is detected to be ON, and a start-up timer that measures the period from when the reels start to rotate until the stop operation becomes enabled.
[0405] A 2-byte timer is a timer for measuring a relatively long period of time that cannot be measured with a timer value of 1 byte or less. For example, there is a 1-game time timer that measures the specified time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among external output signals, a standby time timer that measures the period from the end of a game, and a hopper empty timer that measures the period during which the payout sensor is not detected after the hopper motor is driven.
[0406] The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated one byte at a time to a consecutive 3-byte area of RAM 41c. The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated to a consecutive area of RAM 41c. The 2-byte timer is allocated to a consecutive 2-byte area of RAM 41c. Hereinafter, the area to which the 1-byte timers are allocated will be referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are allocated according to a predetermined rule. Note that an area to which consecutive addresses are allocated according to a predetermined rule is, for example, an area to which a start address and addresses incremented by N (N is a natural number) from the start address are allocated.
[0407] 60 is a flowchart showing the control contents of the time counter update process executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processing times (ST1), and the start address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the start address of the 1-byte timer group in the HL register, a pointer is set to the start address of the 1-byte timer group.
[0408] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the count value stored at the top address of the 1-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is processing including subtraction processing, determination processing, and update processing, and is processing in which interrupt processing is not executed even if interrupt prohibition processing is not performed based on an interrupt prohibition instruction during the period in which the specific decrement processing is being executed.
[0409] The main control unit 41 subtracts 1 from the value of the A register as a subtraction process in the specific decrement process (ST4). At this time, if the values of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". That is, a borrow occurs, and the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".
[0410] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" (ST5). If the result of the determination process shows that the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). If the result of the determination process shows that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (ST7). After executing the update process, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6).
[0411] The main control unit 41 determines whether the processing count after subtraction is 0 or not (ST9). If the processing count after subtraction is not 0 in step ST9, that is, if updating of all 1-byte timers has not been completed, the address indicated by the HL register is incremented by 1 (ST10), and the process returns to step ST4. That is, the pointer is incremented and the referenced address is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is decremented.
[0412] In this way, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a borrow has occurred. Furthermore, when executing the specific decrement process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. In other words, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific decrement process. This automatically prevents the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of an interrupt process.
[0413] Furthermore, as described above, in this embodiment, a plurality of 1-byte timers are provided, and in order to simplify the processing, counting (subtraction processing) is performed on all of the plurality of 1-byte timers. The main control unit 41 does not necessarily use all of the plurality of 1-byte counters all the time. For example, it is conceivable that the main control unit 41 would like to use only 1-byte counter A out of 1-byte counter A, 1-byte counter B, and 1-byte counter C. In this case, if the time counter update processing is performed, subtraction processing will also be performed on 1-byte counter B and 1-byte counter C.
[0414] However, in this embodiment, the subtraction process is provided as a specific decrement process, so that even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and the counter becomes "0", no down-carry occurs. As a result, in the time counter update process, the subtraction process is performed on a plurality of 1-byte timers, and the count value of the 1-byte timer can be prevented from becoming an abnormal value.
[0415] [Specific increment processing in ceiling game count processing] The following describes an example in which a specific increment process is used in the ceiling game count process. As described above, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, the machine is forced to transition to the AT state regardless of the point reached. A ceiling game count value for determining whether the ceiling has been reached is stored in the RAM 41c. The main control unit 41 increments the ceiling game count value using a specific increment process each time a game is played in the normal advantageous zone. The main control unit 41 determines whether to transition to the AT state based on whether the ceiling game count value has reached the ceiling. In other words, the ceiling game count value is a value for selecting data, and is also referred to as a data selection value below.
[0416] An example in which the specific increment process is used in the ceiling game number count process will be described in more detail. The ceiling game number count process is executed within the gaming machine information calculation process (S18) in the main process of FIG. 14. FIG. 61 is a flowchart showing the control content of the gaming machine information calculation process executed by the main control unit 41. As shown in FIG. 61, in the gaming machine information calculation process, first, the values of all registers are saved to a stack (SF1). Then, after executing the ceiling game number count process (SF2), the register values saved in SF1 are restored (SF3), and the gaming machine information calculation process is terminated and a return to the main process is made.
[0417] 62 is a flowchart showing the control content of the ceiling game count process executed by the main control unit 41. In the ceiling game count process, first, the address of RAM 41c where the ceiling game count value is stored is stored in the HL register (SI1). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the ceiling game count value is stored.
[0418] The main control u...
Claims
[Claim 1] A gaming machine capable of playing games, an operating means operable by a player; a sound output means capable of outputting sound; a backup means for maintaining a gaming state before the power supply to the gaming machine is stopped when the power supply to the gaming machine is stopped; a display means capable of displaying an image; the operation means includes a return operation means that is operated to return the gaming value to the player, the backup means maintains the gaming state when power supply to the gaming machine is stopped, The display means a recovery image can be displayed when power supply to the gaming machine is resumed after the power supply has been stopped and when a game is resumed in the gaming state maintained by the backup means; When the restoration image is not displayed, a demonstration image that can be displayed during a period when a game is not being played is displayed based on the game value being returned to the player by operating the return operation means, and When the restoration image is being displayed, even if the game value is returned to the player by operating the return operation means, the restoration image is continued to be displayed without displaying the demonstration image; The gaming state includes a normal state and a specific state different from the normal state, the sound output means is capable of outputting a specific musical sound corresponding to the specific state in the specific state, The sound output means, while the restoring image is being displayed, Even if the game state held by the backup means is the specific state, the specific musical sound is not output, outputting a return sound indicating that the gaming value will be returned to the player based on the operation of the return operation means; the operation means includes a bet amount setting operation means operated to set a bet amount, and a stop operation means operated to stop the variable display of the identification information; The sound output means, while the restoring image is being displayed, outputting a bet number setting sound based on the operation of the bet number setting operation means; an operation suggestion sound that suggests an operation mode of the stop operation means can be output; The display means is capable of displaying an operation suggestion image suggesting an operation mode of the stop operation means while the recovery image is being displayed.
Citation Information
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