gaming machines

The gaming machine addresses the need for improved convenience in gaming parlors by allowing personalized setting suggestions and performance enhancements, thereby enhancing user experience.

JP7824697B1Active Publication Date: 2026-03-05DAITO GIKEN CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-18
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

There is a demand for improved convenience in gaming parlors equipped with gaming machines such as slot machines.

Method used

The gaming machine includes a setting means for setting various values and a display that suggests optimal settings based on player preferences, preventing unfavorable settings from being displayed, and provides a performance means for executing fixed suggestion performances.

Benefits of technology

Enhances the convenience of gaming parlors by offering personalized setting suggestions and improving user experience through enhanced display and performance features.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine that can improve the convenience of gaming parlors [Solution] The device comprises a setting means capable of setting one of a plurality of setting values, and a presentation means capable of executing a setting suggestion presentation that suggests the set setting value, wherein the certain setting suggestion presentation is a presentation that can display a certain setting suggestion display that suggests the set setting value, and the certain setting suggestion presentation includes a first setting suggestion presentation, and the first setting suggestion presentation is a presentation that suggests the set setting value depending on the type of the certain setting suggestion display () that is displayed, and it is possible to set the type of the first setting suggestion display to be displayed for each certain section, and when the timing for executing the first setting suggestion presentation arrives in a first section, the first setting suggestion display can be displayed at a selection rate that corresponds to the setting for the type of the first setting suggestion display that has been set.
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]

[0002] BACKGROUND ART Conventionally, a slot machine is known as one type of gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-296354 Summary of the Invention [Problem to be solved by the invention]

[0004] With this type of gaming machine, there is a demand for improved convenience for gaming parlors. [Means for solving the problem]

[0005] The gaming machine according to the present invention includes a setting means capable of setting one of a plurality of setting values, and a display indicating the set setting value. Setting A gaming machine equipped with a performance means capable of executing a fixed suggestion performance, The above The first setting suggestion is And the second setting suggestion, The first setting suggestion effect includes Ru or The setting suggestion display (hereinafter referred to as the "first setting suggestion display") is a display that suggests the setting value that is set according to the type of setting suggestion display, The second setting suggestion effect is an effect that suggests a setting value that is set according to the type of a certain setting suggestion display (hereinafter referred to as the "second setting suggestion display") to be displayed, It is possible to set the type of the first setting suggestion display to be displayed for each certain section, and when the timing for executing the first setting suggestion performance comes in the first section, the first setting suggestion display can be displayed at a selection rate according to the setting for the type of the first setting suggestion display that has been set. the law of nature , It is impossible to set the type of the second setting suggestion display, the type of the first setting suggestion display does not include a type that is displayed when the setting is set to the most unfavorable setting value for the player, and the type of the second setting suggestion display includes a type that is displayed when the setting is set to the most unfavorable setting value for the player. This is a gaming machine characterized by the above. [Effects of the Invention]

[0006] An object of the present invention is to provide a gaming machine that can improve the convenience of gaming parlors. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a front view of a slot machine 100 according to an embodiment of the present invention. [Figure 2] 1 is a circuit block diagram of a control unit of a slot machine 100 according to an embodiment of the present invention. [Figure 3] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 4] 10 is a flowchart showing the flow of an initial setting process. [Figure 5] 10 is a flowchart showing the flow of a setting change process. [Figure 6] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 7] 10 is a flowchart showing the flow of a device monitoring process. [Figure 8] 10 is a flowchart showing the flow of a setting value confirmation process. [Figure 9] 10A and 10B are diagrams illustrating an example of a notification mode in a setting confirmation state. [Figure 10] 10A and 10B are diagrams illustrating an example of a notification mode in a setting change state. [Figure 11] 1A is a diagram showing an example of the operation flow of the 1BET / settlement button 130. FIG. 1B is a diagram showing an example of the operation flow of the settlement button 147. FIG. [Figure 12] (a) A diagram showing an example of the flow when an event not caused by a player's operation occurs while the 1BET / settlement button is being operated. (b) A diagram showing an example of the flow when an event caused by a player's operation occurs while the 1BET / settlement button is being operated. [Figure 13]FIG. 10 is a diagram showing an example of a presentation using the settlement button 147. [Figure 14] FIG. 10 is a perspective view of the appearance of a slot machine 1100 and a lending machine 1700 according to a modified example, as viewed from the front side (player side). [Figure 15] FIG. 11 is a circuit block diagram of a control unit of a slot machine 1100 according to a modified example. [Figure 16] (a) A diagram showing an example of the management screen MD in a setting confirmation state. (b) A diagram showing an example of the panda doll custom setting screen PC. (c) A diagram showing an example of suggested setting values ​​corresponding to panda doll types. (d) A diagram showing an example of custom patterns that can be set in the custom detail setting PC2. [Figure 17] (a) A flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. (b) A flowchart of the command reception interrupt processing of the first sub-control unit 400. (c) A flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 18] (a) A flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. (d) A flowchart of the image control processing of the second sub-control unit 500. [Figure 19] 10 is a flowchart showing the flow of a panda doll suggestion display control process. [Figure 20] (a) to (d) are diagrams showing examples of setting suggestion lottery tables using panda dolls. [Figure 21] (a) A diagram showing an example of a setting suggestion lottery table by a number breakthrough display. (b) A diagram showing an example of a setting suggestion lottery table by an AT end image. [Figure 22] This is a diagram showing example 1 of panda doll customization in chronological order. [Figure 23] This is a diagram showing example 2 of the custom panda doll performance in chronological order. [Figure 24] This is a diagram showing example 3 of custom panda doll performances in chronological order. [Figure 25] 20 is a flowchart showing the flow of a panda doll suggestive display control process according to a modified example, which corresponds to the panda doll suggestive display control process described with reference to FIG. 19. [Figure 26] This is a diagram showing the first variation of the panda doll customization performance in chronological order. [Figure 27] This is a diagram showing the second variation of the panda doll customization performance in chronological order. [Figure 28] 1 is a perspective view of a slot machine 100 according to an embodiment. [Figure 29] 1 is a diagram showing the arrangement of symbols on each of the reels 110 to 112 in a planar form and an explanatory diagram of the symbol names. [Figure 30] 10(a) is a partially enlarged view showing the state before the reel band 150 is attached to the reel frames 212 and 214. FIG. 10(b) is a partially enlarged view showing the state after the lower end of the reel band 150 has been attached to the reel frames 212 and 214. [Figure 31] FIG. 2 is a partially exploded perspective view of the reel drive unit 200. [Figure 32] FIG. 2 is an exploded perspective view of reels 110 to 112 and peripheral components. [Figure 33] 1(a) is an exploded perspective view of a backlight module 240. FIG. 1(b) is a front view of the backlight module 240. [Figure 34] (a) is a front view showing peripheral parts of the right reel 112 in the reel drive unit 200. (b) is a cross-sectional view taken along line AA in (a). (c) is a partially enlarged view showing the dotted line portion indicated by the symbol B in (b). [Figure 35] (a) is an external perspective view showing an example of the structure of double-sided tape 252. (b) is a cross-sectional view showing a modified example of the reel band fixing surface of the reel frame. (c) is a cross-sectional view showing a cross-section of a portion where reel band 152 overlaps twice. [Figure 36] 10(a) is a front view of the stop button unit 136. FIG. 10(b) is a view showing a state in which a slide stop operation is started using the stop buttons 137 to 139. [Figure 37] (a) is a front view of a stop button unit 270 according to Modification 1. (b) is a cross-sectional view taken along line CC in (a). (c) is a front view of a stop button unit 275 according to Modification 2. (d) is a front view of a stop button unit 280 according to Modification 3. DETAILED DESCRIPTION OF THE INVENTION

[0008] <<Embodiment>> Hereinafter, a gaming machine (slot machine) according to one embodiment of the present invention will be described with reference to the drawings.

[0009] <Basic configuration> First, the basic configuration of the slot machine 100 will be described with reference to Figure 1. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side).

[0010] The slot machine 100 shown in Fig. 1 includes a main body 101 and a front door 102 (door body) that is attached to the front of the main body 101 and can be opened and closed relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries (not shown) are housed inside the center of the main body 101 and are configured to rotate inside the slot machine 100. These reels 110 to 112 are rotated by a drive device such as a stepping motor.

[0011] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and the strip-shaped member is attached to a predetermined cylindrical frame to form each of the reels 110-112. The symbols on the reels 110-112 are displayed vertically in approximately three columns through the symbol display window 113, for a total of nine symbols, as viewed by the player. By rotating each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays multiple symbol combinations. Note that, in addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. Although three reels are provided in the center of the slot machine 100 in this embodiment, the number and location of the reels are not limited thereto.

[0012] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. Based on the detection results of this sensor, the rotational position of the symbols on the reels is determined, and the reels 110 to 112 are stopped so that the desired symbol is displayed on the pay line.

[0013] The winning line indicator lamp 120 is a lamp that indicates the active winning line (active line) 114. Here, the active line refers to a line among the five winning lines 114 shown in FIG. 1 that is used to determine whether or not a symbol combination corresponding to a winning combination, which will be described later, has been displayed (whether or not it has been aligned).

[0014] In this example, when three medals are bet, a right-upward active line consisting of the lower symbol on the left reel, the middle symbol on the center reel, and the upper symbol on the right reel becomes active, and the game can be started by operating the start lever 135. In this way, the active line is predetermined based on the number of medals bet as gaming media, and in this example, if the number of medals inserted is less than three, the active line is invalid. Note that the number of active lines on the gaming machine according to this embodiment is not limited to one line, and the number of active lines and the position of the active winning line may be set, for example, according to the number of medals inserted.

[0015] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination has been internally won in an internal lottery described below, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player won a replay, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.

[0016] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the "MAX bet button."

[0017] The bet button 130 also has the function of settling medals, similar to the settlement button 147 described later. As will be described in detail later, when the bet button 130 is pressed briefly, one medal (credit) stored is inserted, and when the bet button 130 is pressed and held, the medals are settled. Hereinafter, the bet button 130 is also referred to as the "1BET / settlement bet button."

[0018] The reason why the bet button 130 is provided with the medal settlement function is that the settlement button 147 also functions as an effect button used for various effects, and it is difficult to tell that the settlement button 147 is a button for settling medals. According to this example, the bet button 130 is provided with the medal settlement function, which can improve convenience for the player.

[0019] The settlement button 147 is a button for settling medals by discharging both electronically stored medals (credits) and bet medals from the medal payout outlet 155. If there are bet medals, they may be returned to the stored medals (credits), and if there are no bet medals, the stored medals (credits) may be discharged from the medal payout outlet 155. The settlement button 147 is a button that can be pressed and is made of a hemispherical member that protrudes forward, and also functions as an effect button used for various effects. As will be described in detail later, the settlement button 147 is configured to function as an effect button when operated at a time when medal settlement is not possible (for example, during a period when an operation effect prompting operation of the settlement button 147 is being executed). According to this example, by preventing settlement from being performed when an operation in response to an effect is performed, it is possible to prevent the button from being mistaken for a malfunction or breakdown.

[0020] The game medal insertion lamp 129 lights up the number of lamps according to the number of inserted medals, and when a specified number of medals are inserted, the game start lamp 121 lights up to indicate that the game can be started.

[0021] The UI button 134 is an operation button used by a user (such as a player or an administrator of an amusement facility) for various operations, and in this example, is composed of a cross button and an OK button. The cross button is composed of four arrow keys (up, down, left, and right), and by operating each arrow key, for example, it is possible to move a displayed cursor in the direction of the arrow. The OK button is composed of a single button that can be pressed, and for example, it is possible to confirm an option at which the cursor is positioned on the display screen of the liquid crystal display device 157. In this embodiment, the UI button 134 is used, for example, to display a menu screen, select various menus on a management screen for changing or confirming settings, set volume and light intensity, and select characters, stages, etc. for various effects.

[0022] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.

[0023] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. The stored number display 125, the game information display 126, and the payout number display 127 are seven-segment (SEG) displays.

[0024] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. Operation of the start lever 135 is called a game start operation.

[0025] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are associated with each of the reels 110 to 112. Note that light emitters may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitters can be lit to notify the player.

[0026] Hereinafter, operations on the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels that are stopped in response to these stop operations will be referred to, in order, as the first stop reel, the second stop reel, and the third stop reel. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the spinning reels 110 to 112 will be referred to as the operation order (or push order). Furthermore, an operation order in which the first stop operation is performed on the left reel 110 and then the second stop operation is performed on the center reel 111 will be referred to as the forward push operation order (or forward push), and a stop operation in which the first stop operation is performed on the right reel 112 and then the second stop operation is performed on the center reel 111 will be referred to as the reverse push operation order (or reverse push).

[0027] The medal return button 133 is a button that can be pressed to remove medals when inserted medals become stuck. The door key hole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted.

[0028] Below the stop button unit 136, there is provided a title panel 162 on which the model name is displayed and various certificate stamps are attached. Below the title panel 162, there are provided a medal payout outlet 155 and a medal tray 161. The sound hole 181 is a hole for outputting sound from the speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps to liven up the game. A performance device 160 is disposed above the front door 102, and a sound hole 143 is provided above the performance device 160.

[0029] This effect device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can move up and down, and a liquid crystal display device 157 (display means, also called a "effect image display device") arranged behind this shutter 163, and is configured so that when the right shutter 163a and the left shutter 163b move up and down in front of the liquid crystal display device 157, part of the display screen of the liquid crystal display device 157 becomes visible or invisible from the front of the slot machine 100 (player side).

[0030] Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.

[0031] <Control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 2. Note that Figure 2 shows a circuit block diagram of the control unit.

[0032] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that mainly controls the presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400.

[0033] <Main control unit> First, we will explain the main control unit 300 (main control means) of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300, and this basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing control program data, lottery data used in the internal lottery for winning combinations, reel stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below.

[0034] The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined cycle output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors the sensors and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.

[0035] The main control unit 300 is equipped with a random number generation circuit 316 (which is assumed to have two random number generation circuits built in) that derives a number in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 315a, and a start-up signal output circuit 338 that outputs a start-up signal (reset signal) when power is turned on.When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit, which will be described later).

[0036] The random number generation circuit 316 generates random numbers to be used in the basic circuit 302. There are two main methods for generating random numbers in this random number generation circuit 316: counter mode and random number mode. In counter mode, a number that counts up (down) at a predetermined time interval is obtained and this number is derived as a random number. There are two further methods in random number mode.

[0037] In the random number mode, the first method uses a random number seed to perform a calculation using a predetermined function (e.g., a modulus function) and derives the result of this calculation as a random number. In the second method, a value is read from a random number table in which values ​​ranging from 0 to 65535 are randomly arranged, and the read value is then derived as a random number. The random number generation circuit 316 obtains an irregular value by utilizing white noise superimposed on the signals input from various sensors 318 to the sensor circuit 320. The random number generation circuit 316 uses the value thus obtained as the initial value for a counter that counts up (down) in counter mode, as a random number seed, or when determining the start position for reading from the random number table.

[0038] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, UI button 134 sensor, settlement button 147 sensor, medal payout sensor for medals paid out from the medal payout device 180, optical sensor of reel 110, optical sensor of reel 111, optical sensor of reel 112, etc.) at each interrupt time.

[0039] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.

[0040] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether a medal has passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. Stop button 137 sensors, stop button 138 sensors, and stop button 139 sensors are installed on each of the stop buttons 137 to 139 and detect the operation of the stop button by the player.

[0041] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are installed on each of the medal insertion buttons 130 to 132, and when a bet operation is detected, they detect the insertion operation when inserting medals electronically stored in RAM 308 as medals to be inserted into a game.

[0042] The UI button 134 sensor is provided on the UI button 134 and is a sensor for detecting pressing of the cross button and OK button on the UI button 134. The settlement button 147 sensor is provided on the settlement button 147 and is a sensor for detecting pressing of the settlement button 147. The medal payout sensor is a sensor for detecting medals paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.

[0043] The optical sensors of reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110 to 112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero.

[0044] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 339 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127).

[0045] In addition, an information output circuit 334 (external centralized terminal board 248) is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.

[0046] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power supply management unit (power supply means) not shown, and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).

[0047] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.

[0048] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting pattern and various displays, etc.

[0049] The CPU 404 transmits the frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0050] The first sub-control unit 400 is also provided with a sound source IC 418, which is provided with speakers 272, 277 (sound output means) via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.

[0051] The first sub-controller 400 is also provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, etc.) are connected to the drive circuit 422 via an input / output interface. An LED driver that controls the drive of multiple LEDs (light sources) provided on the payment button 147 is also connected to the drive circuit 422 via the input / output interface.

[0052] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the liquid crystal display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).

[0053] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands.This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc.The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock.The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.

[0054] The CPU 504 transmits the frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0055] The second sub-control unit 500 is also provided with a drive circuit 530 that drives the motor of the shutter 163, and the drive circuit 530 is connected to the shutter 163 via an output interface. The drive circuit 530 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 504.

[0056] The second sub-control unit 500 is also provided with a sensor circuit 532, to which a shutter sensor 538 capable of detecting the position of the shutter 163 is connected via an input interface. The CPU 504 monitors the state of the shutter sensor 538 at each interrupt time.

[0057] The second sub-control unit 500 is also provided with a VDP 534 (video display processor), which is connected to the ROM 506 and VRAM 536 via a bus. The VDP 534 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of ​​the VRAM 536, and displays the image on the performance image display device 157.

[0058] <Main processing of main control unit> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 3. The figure is a flowchart showing the flow of the main control unit main processing.

[0059] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit in accordance with the control program previously stored in the ROM 306.

[0060] When the power is turned on, first, various initial setting processes are performed in step S101. As will be described in detail later, in this initial setting process, processes related to initial setting, setting changes, restoration processes, etc. are performed.

[0061] In step S102, a medal insertion / start operation acceptance process is executed. Here, whether or not a medal has been inserted is checked, and preparations are made to send an insertion command indicating that a medal has been inserted to the first sub-control unit 400. For example, the main control unit 300 monitors the state of the sensor for the 1 BET / settlement button 130, and when a short press of the 1 BET / settlement button 130 is detected at a time when it is possible to insert a medal using the 1 BET / settlement button 130 (for example, a period when a game is not being played), the main control unit 300 performs a process to insert one medal and prepares to send an insertion command indicating that the process to insert one medal has been executed to the first sub-control unit 400.

[0062] If a replay combination was won in the previous game, the same number of medals as those inserted in the previous game are inserted, and the game is restarted by replay, eliminating the need for the player to insert medals. Also, a check is made to see if the start lever 135 has been operated, and if so, the process proceeds to step S103.

[0063] In step S103, the number of inserted medals is determined, and a win line determination process is performed to determine the valid win lines.

[0064] In step S104, a random number acquisition process is performed to acquire a random number generated by the random number generation circuit 316, and in the next step S105, a winning combination internal lottery process is performed. In this winning combination internal lottery process, a winning combination lottery table stored in ROM 306 is read out according to the current game state, and an internal lottery is performed using this and the acquired random number value, and preparations are made to send an internal lottery command indicating the result of this internal lottery to the first sub-control unit 400. If any winning combination (including an operating combination) is internally won as a result of the internal lottery, the flag for that winning combination is turned on.

[0065] In step S106, a reel stop data selection process is performed to select reel stop data based on the internal lottery result of the winning combination internal lottery process. This reel stop data is stored in ROM 306 of the main control unit 300. In step S106, preparations are made to send a reel stop data command containing information about the selected reel stop data to the first sub-control unit 400. In step S107, a reel rotation start process is performed to start the rotation of all reels 110 to 112.

[0066] In step S108, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 can be accepted, and when one of the stop buttons is pressed, a stop table of reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop table. When all the reels 110 to 112 have stopped, the process proceeds to step S109.

[0067] In this step S108, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.

[0068] In step S109, a winning determination process is performed to determine whether a winning combination has been achieved. In this winning determination process, if a symbol combination corresponding to a winning combination is displayed on the activated winning line 114, it is determined that the winning combination has been achieved. For example, if "Bell-Bell-Bell" is aligned on the activated winning line, it is determined that a minor combination (Bell) has been achieved. In addition, in this step S109, preparations are made to send a winning determination command indicating the result of the winning determination to the first sub-control unit 400.

[0069] In step S110, a medal payout process is performed. In the medal payout process, if any winning combination that provides a payout is achieved, medals in the number corresponding to the winning combination are paid out according to the number of winning lines.

[0070] In step S111, a game state control process is performed. In this game state control process, processing related to the transition of each game state of the AT system is performed, and the game state is transitioned when the start condition or end condition is met. In addition, preparations are made to send a game state command including information indicating the current game state of the AT system.

[0071] This completes one game. After that, the game progresses by returning to step S102 and repeating the above-mentioned process. The various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206) of the main control unit timer interrupt process, which will be described later.

[0072] <Initial setting process> Next, the initial setting process (step S101) in the main process of the main control unit explained with reference to Fig. 3 will be described with reference to Fig. 4. Note that Fig. 4 is a flowchart showing the flow of the initial setting process.

[0073] In step S121, startup initialization is performed, which includes setting (temporarily setting) a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initializing the I / O 310, initializing various variables stored in the RAM 308, and setting operation permission and initial values ​​for the WDT 314.

[0074] In step S122, it is determined whether or not there is an abnormality in the RAM 308. If there is an abnormality, the process proceeds to step S127 where an initialization process is performed, and if there is no abnormality, the process proceeds to step S123.

[0075] In step S123, it is determined whether the front door 102 is in an open state (door open), and if the door is open, the process proceeds to step S124, and if the door is not open, the process proceeds to step S125 to execute recovery processing.

[0076] Here, the determination as to whether the front door 102 is in an open state is made by monitoring the state of an open / close detection SW (switch) (detection means) capable of detecting the open / close state of the front door 102 (door body), and when a signal indicating a closed detection state is detected, the front door 102 is determined to be in a closed state (door closed), and closed detection information indicating that the closure of the front door 102 has been detected is stored in the RAM 308. On the other hand, when a signal indicating an open detection state is detected, the front door 102 is determined to be in an open state (door open), and open detection information indicating that the opening of the front door 102 has been detected is stored in the RAM 308.

[0077] In step S124, it is determined whether the setting key SW is ON or OFF, and if it is ON, the process proceeds to step S126 to execute a setting change process, and if it is OFF, the process proceeds to step S125 to execute a return process. That is, when the slot machine 100 is powered on with the front door 102 open and the setting key SW turned ON, the slot machine 100 starts the setting change process and is set to a setting change state in which one setting value can be set from among multiple setting values.

[0078] In the restoration process of step S125, the slot machine 100 is restored to the state before the power failure (for example, the restoration of the restoration data saved in RAM 308 in the power failure process of step S211 of the main control unit timer interrupt process), and then the initial setting process is terminated.

[0079] In step S126, a setting change process is performed, and then the process proceeds to step S127. As will be described in detail later, in this setting change process, processing related to the setting change is performed.

[0080] In step S127, an initialization process is performed, which includes a process for initializing the data in the RAM 308 (RAM clearing), and then ends the initial setting process.

[0081] <Settings change process> Next, the setting change process (step S126) in the initial setting process described with reference to Fig. 4 will be described with reference to Fig. 5. Note that Fig. 5 is a flowchart showing the flow of the setting change process.

[0082] In step S131, a process is performed to initialize the data in RAM 308 (RAM clear), and in the next step S132, preparations are made to send a setting change start command to the first sub-control unit 400, indicating that a setting change is to begin. When the first sub-control unit 400 receives this setting change start command from the main control unit 300, it executes a process to start displaying a management screen (for example, the management screen (setting change) shown in Figure 10(a)). Also, in step S132, the interrupt status is set to "setting change in progress." As a result, in the various game processes of step S204 of the main control unit timer interrupt process described below, processes according to "setting change in progress" are executed.

[0083] In step S133, the current setting value is displayed using the setting value display device 101a (not shown) provided inside the front door 102, and for example, if the current setting value is setting 6, the number 6 indicating setting 6 is displayed. In step S134, it is determined whether or not the reset switch provided inside the front door 102 has been operated, and if it has been operated, the current setting value is changed, and if it has not been operated, the setting value change operation using the reset switch is accepted until operation of the start lever 135 is accepted in step S136.

[0084] More specifically, in the processing of steps S134 to S136, the currently set value 1 to 6 is updated by incrementing it by 1 each time an operation of the reset switch is detected, and when the set value exceeds 6, it is reset to 1, and this is repeated to change the set value. Also, if it is determined in step S136 that the start lever 135 has been operated, the operation of changing the set value by the reset switch is terminated, and the process proceeds to step S137.

[0085] In step S137, the setting value displayed on the setting value display device 101a is stored in RAM 308 as a new setting value (the setting value is confirmed), and in the next step S138, the display on the setting value display device 101a is erased and the setting value is no longer displayed.

[0086] In this example, the setting value is confirmed when operation of the start lever 135 is accepted, but a process of determining whether the front door 102 is open or not may be added, and the setting value may be confirmed only when the front door 102 is open. In this case, if the front door 102 is closed, the setting value cannot be confirmed, but the display of the management screen (setting change) may continue.

[0087] In step S139, it is determined whether the setting key SW is OFF or ON, and if it is ON, the process of step S139 is repeated, and if it is OFF, the process proceeds to step S140. In step S140, it is determined whether the front door 102 is open, and if it is open, the process proceeds to step S141 to end the setting change, and if it is closed, the process returns to step S139.

[0088] In step S141, preparations are made to send a setting change end command indicating that the setting change is to be ended to the first sub-control unit 400. When the first sub-control unit 400 receives this setting change end command from the main control unit 300, it executes processing to end the display of the management screen (setting change).

[0089] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 6. The figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0090] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start the main control unit timer interrupt processing at the predetermined period.

[0091] In step S201, a timer interrupt start process is performed. This timer interrupt start process includes processes such as temporarily saving the values ​​of each register of CPU 304 to a stack area. In step S202, WDT 314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the cycle of the main control unit timer interrupt) to prevent the count value of WDT 314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent detection of a processing abnormality).

[0092] In step S203, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas partitioned for each of the various sensors 318 in the RAM 308. In step S204, various game processes are performed, and processing according to the interrupt status is executed. In step S205, a timer update process is performed. More specifically, the various timers are updated according to their respective time units.

[0093] In step S206, a command setting transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.

[0094] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.

[0095] In step S208, device monitoring processing is performed. Details will be described later, but this device monitoring processing includes setting value confirmation processing, door open monitoring processing, and payment processing.

[0096] In step S209, it is monitored whether the low voltage signal is on or not, and if the low voltage signal is on (if a power cutoff is detected), the process proceeds to step S211, and if the low voltage signal is off (if a power cutoff is not detected), the process proceeds to step S210.

[0097] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, processes such as setting the values ​​of each register temporarily saved in step S201 back into the original registers are performed, and the process returns to the main process of the main control unit. Meanwhile, in step S211, specific variables and stack pointers for restoring the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of ​​RAM 308, power outage processes such as initialization of input / output ports are performed, and the process returns to the main process of the main control unit.

[0098] <Device monitoring process> Next, the device monitoring process (step S208) in the main control unit timer interrupt process explained with reference to Fig. 6 will be described with reference to Fig. 7. Note that Fig. 7 is a flowchart showing the flow of the device monitoring process.

[0099] In step S211, a setting value confirmation process is performed, and then the process proceeds to step S212. As will be described in detail later, in this setting value confirmation process, processing related to setting confirmation is performed. In step S212, a door open monitoring process is performed.

[0100] In the door open monitoring process, the main control unit 300 monitors the state of an open / close detection SW (switch) (detection means) that can detect the open / closed state of the front door 102 (door body), and when it detects a signal indicating a closed detection state, it stores in RAM 308 closed detection information indicating that the front door 102 has been detected as closed, and also makes preparations to send a door closed detection command indicating that the front door 102 has been detected as closed to the first sub-control unit 400. When the first sub-control unit 400 receives this door closed detection command from the main control unit 300, it stores in RAM 408 in chronological order as history information the closed detection information indicating that the front door 102 has been detected as closed (in this example, information indicating "closed" and the date and time of closure).

[0101] Meanwhile, in the door open monitoring process, the main control unit 300 monitors the state of the open / close detection SW, and when it detects a signal indicating an open detection state, it stores open detection information indicating that the opening of the front door 102 has been detected in RAM 308, and makes preparations to send a door open detection command indicating that the opening of the front door 102 has been detected to the first sub-control unit 400. When the first sub-control unit 400 receives this door open detection command from the main control unit 300, it stores the open detection information indicating that the opening of the front door 102 has been detected (in this example, information indicating "open" and the date and time of opening) in chronological order in RAM 408 as history information, and issues a door open notification.

[0102] The door open notification will be described later, but in this example, when the front door 102 is in the door body open state, an open notification display (for example, a string of characters saying "The door is open") is displayed using the liquid crystal display device 157, and an open notification sound (for example, a voice saying "The door is open") is output from the speakers 272, 277. The manner of the door open notification is not particularly limited, and for example, in addition to (or instead of) these open notification displays and open notification sounds, a light-emitting body (various lamps 420, etc.) may emit light in an open light-emitting manner (for example, flashing).

[0103] In step S213, the settlement process is performed, and then the program proceeds to step S214. In this settlement process, the main control unit 300 monitors the state of the settlement button 147 sensor, and when it detects a signal indicating that the settlement button 147 has been operated at a timing when settlement using the settlement button 147 is possible (for example, the period from when game play becomes possible to when operation of the start lever 135 is accepted), it performs medal settlement process (processing to discharge both the bet medals and the stored medals from the medal payout opening 155) and also makes preparations to send a settlement command indicating that the medal settlement process has been performed to the first sub-control unit 400.

[0104] Furthermore, in this settlement process, the main control unit 300 monitors the state of the 1 bet button 130 sensor, and when it detects a long press of the 1 bet / settlement combined bet button 130 at the timing when settlement is possible using the 1 bet / settlement combined bet button 130 (for example, the period from when game play can start until operation of the start lever 135 is accepted), (if the detection state in which the operation is detected is maintained when a predetermined period (in this example, 1 second) has elapsed since the operation of the 1 bet / settlement combined bet button 130 was detected), it performs medal settlement processing (processing in which both the bet medals and the stored medals are discharged from the medal payout outlet 155) and also makes preparations to send a settlement command indicating that the medal settlement processing has been performed to the first sub-control unit 400.

[0105] In step S214, other device monitoring processing is performed, and then the device monitoring processing is terminated. In the other device monitoring processing, error notification start processing, error notification end processing, etc. are performed, and also monitoring processing of the effect operation by the settlement button 147 is performed.

[0106] In this monitoring process for the presentation operation using the settlement button 147, the main control unit 300 monitors the state of the settlement button 147 sensor, and when it detects a signal indicating that the settlement button 147 has been operated at a time when settlement using the settlement button 147 is not possible (for example, during a period when an operation presentation prompting the operation of the settlement button 147 is being executed), it performs processing corresponding to the presentation operation using the settlement button 147 (for example, displaying an operation response presentation) and makes preparations to send a command indicating that the presentation operation has been executed to the first sub-control unit 400.

[0107] <Setting value confirmation process> Next, the setting value confirmation process (step S211) in the device monitoring process explained with reference to Fig. 7 will be described with reference to Fig. 8. Note that Fig. 8 is a flowchart showing the flow of the setting value confirmation process.

[0108] In step S221, it is determined whether or not the setting value is being checked, and if so, the process proceeds to step S226, and if not, the process proceeds to step S222. In step S222, it is determined whether or not the setting value check is valid, and if so, the process proceeds to step S223, and if not, the setting value check process ends.

[0109] Here, the setting value confirmation valid period refers to a period during which the game is not in the MAX bet state (a state in which the number of medals required to start one game (3 in this example) have been bet, or a state in which a game is being played again by replay), the open / close detection SW is not in the closed detection state, any of the reels 110 to 112 is not rotating, and no error notification is being issued. Note that the conditions for the setting value confirmation valid period do not have to be all of the above conditions, but may be any one of the above conditions or any combination of the above conditions.

[0110] In step S223, it is determined whether the setting key SW is ON or OFF, and if it is OFF, the setting value confirmation process is terminated, and if it is ON, the process proceeds to step S224. In step S224, the current setting value is displayed using the setting value display device 101a (not shown) provided inside the front door 102, and for example, if the current setting value is setting 6, the number 6 indicating setting 6 is displayed. In the next step S225, preparations are made to send a setting confirmation start command to the first sub-control unit 400 indicating that setting confirmation should be started. When the first sub-control unit 400 receives this setting confirmation start command from the main control unit 300, it executes processing to start displaying a management screen (for example, the management screen (setting confirmation) shown in Figure 9(c)).

[0111] In step S226, which is reached during the setting confirmation, it is determined whether the front door 102 is closed or not. If it is open, the process proceeds to step S227, and if it is closed, the process proceeds to step S232.

[0112] In step S227, while the settings are being confirmed and the front door 102 is open, it is determined whether an alarm sound is being output, and if an alarm sound is being output, the process proceeds to step S228, where preparations are made to send an alarm sound end command to the first sub-control unit 400, indicating that the output of the alarm sound should be ended. When the first sub-control unit 400 receives this alarm sound end command from the main control unit 300, it executes processing to stop the output of the alarm sound from the speakers 272, 277.

[0113] In step S232, while the setting is being confirmed and the front door 102 is closed, it is determined whether an alarm sound is being output, and if an alarm sound is being output, the setting value confirmation process is terminated, and if an alarm sound is not being output, the process proceeds to step S233, where preparations are made to send an alarm sound start command to the first sub-control unit 400 indicating that the output of the alarm sound should begin. When the first sub-control unit 400 receives this alarm sound start command from the main control unit 300, it executes the following process.

[0114] That is, in this example, when the setting is being confirmed and the front door 102 is open, the output of the alarm sound from the speakers 272, 277 is stopped, whereas when the setting is being confirmed and the front door 102 is closed, the output of the alarm sound from the speakers 272, 277 is started.

[0115] According to this example, by not outputting an alarm sound when the door is open in the setting confirmation state, it is possible to check the setting values ​​and perform various settings in a comfortable environment, while by outputting an alarm sound when the door is closed in the setting confirmation state, it is possible to prevent fraudulent activities and forgetting to end the setting confirmation, thereby ensuring security and increasing the convenience of the gaming parlor.

[0116] In step S229, it is determined whether the setting key SW is OFF or ON. If it is ON, the setting value confirmation process is terminated to continue setting confirmation; if it is OFF, the process proceeds to step S230. In step S230, the display on the setting value display device 101a is erased, the setting values ​​are hidden, and in the next step S231, preparations are made to send a setting confirmation end command to the first sub-control unit 400 indicating that setting confirmation is to be terminated. When the first sub-control unit 400 receives this setting confirmation end command from the main control unit 300, it executes processing to terminate the display of the management screen.

[0117] <Notification mode in setting confirmation state and setting change state> Next, notification modes in the setting confirmation state and the setting change state will be described with reference to FIGS.

[0118] Before explaining the notification modes, we will now explain the items listed on the left side of Figures 9 and 10. "Time progression" indicates the flow of time, with time progressing from left to right in the figures. "Power supply" indicates the state of power supplied to the slot machine 100 from the outside, with "ON" indicating a state in which power is being supplied and "OFF" indicating a state in which power supply is stopped. When the power is turned ON, power is supplied from the power management unit (not shown) to each control unit (main control unit 300, first sub-control unit 400, second sub-control unit 500, etc.).

[0119] The "setting key SW" indicates the operation state (ON / OFF) of the setting key SW that can transition the slot machine 100 to a setting change state or a setting confirmation state. The "open / close detection SW" indicates the detection state of the open / close detection SW (open / close sensor) that can detect the open / close state of the front door 102, with the state that detects that the front door 102 is open being "open" and the state that detects that the front door 102 is closed being "closed."

[0120] "Reset SW" indicates the operation state (pressed / not pressed) of the reset SW, "start lever" indicates the operation state (pressed / not pressed) of the start lever 135, and "cross button" indicates the operation state (operated / not operated) of the cross button of the UI button 134. "Speaker" indicates the type of sound (including silence) output from the speakers 272, 277, and "setting value display" indicates the display content (including hidden content) displayed by the setting value display device 101a.

[0121] <Notification mode in setting confirmation state> Next, a notification mode in the setting confirmation state will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of a notification mode in the setting confirmation state.

[0122] As explained using the setting value confirmation process shown in Figure 8, the slot machine 100 is configured to be able to set a setting confirmation state in which the currently set setting values ​​can be confirmed, and Figure 9 shows an example of the flow of transitioning from a playable state in which game play can proceed to a setting confirmation state, and in this setting confirmation state, after setting the panda doll customization described below and displaying the setting values, transitioning from the setting confirmation state to the playable state.

[0123] <Notification mode in setting confirmation state / normal game state> In FIG. 9, the state indicated by the symbol T11 is a state in which the power is ON, the setting key SW is OFF, and the front door 102 is closed, which is a playable state in which the game can proceed (in this example, a normal game state).

[0124] In this state, as shown in Figure 9(a), the liquid crystal display device 157 is used to execute normal effects corresponding to the normal game state, and the speakers 272, 277 output sound corresponding to the normal game state (in this example, normal stage BGM).

[0125] <Alarm mode when checking settings / front door open> The state indicated by the symbol T12 in FIG. 9 is a state in which the front door 102, which was closed in the normal gaming state, is opened.

[0126] In this state, since the front door 102 is opened during normal game play, a door open notification is executed. In this example, as shown in FIG. 9(b), an open notification display (in this example, a display of the text "The door is open") is displayed using the liquid crystal display device 157, and an open notification sound (in this example, a voice saying "The door is open") is output from the speakers 272, 277.

[0127] <Alarm mode in setting confirmation state / setting key switch ON> The state indicated by the symbol T13 in FIG. 9 is a state in which the setting key SW is turned from OFF to ON when the power is ON (power-on state) and the front door 102 is open (door open state).

[0128] In this state, the conditions for transitioning from the playable state to the setting confirmation state are met (power is ON, front door 102 is open, setting key SW is switched from OFF to ON), so the door open notification is terminated and the state transitions to the setting confirmation state, displaying the current setting value using the setting value display device 101a, which in this example displays the number 6 indicating a setting of 6. In addition, since the first sub-control unit 400 has received a setting confirmation start command from the main control unit 300, it displays a management screen (setting confirmation) such as that shown in Figure 9(c).

[0129] The display mode of the management screen (setting confirmation) displayed in the setting confirmation state is not particularly limited, but in this example, there are provided items such as "Time Setting" which allows the time to be set, "Error History" which allows the history of errors that have occurred in the slot machine 100 to be displayed, "Eco Function Setting" which allows the power saving mode and the like to be set, "Volume Setting" which allows the volume of the speakers 272, 277 to be set, and "Panda Doll Customization" which allows the mode of suggesting setting values ​​to be changed. Details of "Panda Doll Customization" will be described later.

[0130] In addition, in this state, the front door 102 is open, but since this is a setting confirmation state, the speakers 272, 277 are configured not to output an opening notification sound (for example, a voice saying "The door is open").

[0131] According to this example, by not outputting an alarm sound when the door is open during setting confirmation, it is possible to check setting values ​​and perform various settings (in this example, selecting items on the management screen) in a comfortable environment, thereby increasing the convenience of the gaming parlor.

[0132] When the management screen (setting confirmation) is displayed, if the cross button or OK button of the UI button 134 is pressed, an operation sound corresponding to the operation may or may not be output.

[0133] <Notification mode in setting confirmation state / Selection operation of the cross pad> The state indicated by the symbol T14 in FIG. 9 is a state in which a selection operation of the cross button of the UI button 134 is performed while the management screen in the setting confirmation state is being displayed.

[0134] In this state, while the management screen shown in Figure 9(c) is displayed, the cross button on the UI button 134 is pressed, the panda doll customization item is tentatively selected, and then the OK button on the UI button 134 is pressed, transitioning to the panda doll customization setting screen, and the panda doll customization setting screen as shown in Figure 9(d) is displayed.

[0135] <Alarm mode when checking settings / front door closed> In FIG. 9, the state indicated by the symbol T15 is a state in which the front door 102, which was open in the setting confirmation state, is closed.

[0136] In this state, since the front door 102 is closed in the setting confirmation state, an alarm is issued, and in this example, an alarm sound (in this example, a "beep beep" sound) is output from speakers 272, 277, as shown in Figure 9(d).

[0137] In this example, only a warning sound is used as a warning notification, but in addition to (or instead of) this warning sound, a warning display (for example, displaying the string "Checking settings") using the liquid crystal display device 157, or warning light (for example, flashing) using a light-emitting element (various lamps 420, etc.) may also be executed.

[0138] According to this example, by not outputting an alarm sound when the door is open in the setting confirmation state, it is possible to check the setting values ​​and perform various settings in a comfortable environment, while by outputting an alarm sound when the door is closed in the setting confirmation state, it is possible to prevent fraudulent activities and forgetting to end the setting confirmation, thereby ensuring security and increasing the convenience of the gaming parlor.

[0139] Also, in this state, since the front door 102 is closed in the setting confirmation state, the display of the setting value by the setting value display device 101a (in this example, the number 6 indicating a setting of 6) is temporarily erased and not displayed.

[0140] <Alarm mode when checking settings / front door open> The state indicated by the symbol T16 in FIG. 9 is a state in which the front door 102, which was closed in the setting confirmation state, is opened.

[0141] In this state, since the front door 102 is opened in the setting confirmation state, the door open notification is not executed, and the LCD display device 157 is not displayed with an open notification display (for example, the text "The door is open"), and the speakers 272, 277 are not output with an open notification sound (for example, the voice "The door is open").

[0142] According to this example, by not outputting an alarm sound when the door is open during setting confirmation, it is possible to check setting values ​​and perform various settings (in this example, custom panda doll settings) in a comfortable environment, thereby increasing the convenience of the amusement parlor.

[0143] On the other hand, in the same state, since the front door 102 was opened in the setting confirmation state, the setting value display device 101a, which had temporarily erased it, displays the setting value again (in this example, the number 6 indicating a setting of 6).

[0144] <Alarm mode when checking settings / setting key switch is OFF> The state indicated by the symbol T17 in FIG. 9 is a setting confirmation state in which the front door 102 is open and the setting key SW is turned from ON to OFF.

[0145] In this state, the conditions for transitioning from the setting confirmation state to the playable state are met (the setting key SW is turned from OFF to ON with the front door 102 open), so the state transitions to the playable state, and the display of the setting value by the setting value display device 101a (in this example, the number 6 indicating a setting of 6) is erased and hidden.

[0146] Also, in this state, since the front door 102 is open in the playable state, a door open notification is executed, and in this example, as shown in Figure 9 (f), an open notification display (in this example, a display of the string "The door is open") is displayed using the liquid crystal display device 157, and an open notification sound (in this example, a voice saying "The door is open") is output from the speakers 272, 277.

[0147] <Alarm mode when checking settings / front door closed> The state indicated by the symbol T18 in FIG. 9 is a state in which the front door 102, which was open in the game-playable state, is closed.

[0148] In this state, since the front door 102 is closed in a playable state, the door open notification is terminated, and as shown in Figure 9 (g), the LCD display device 157 is used to execute a normal presentation corresponding to the normal play state, and audio corresponding to the normal play state (in this example, normal stage BGM) is output from the speakers 272, 277.

[0149] <Notification mode when setting is changed> Next, a notification mode in the setting change state will be described with reference to Fig. 10. Fig. 10 is a diagram showing an example of a notification mode in the setting change state.

[0150] As explained using the setting change process shown in Figure 5, the slot machine 100 is configured to be able to set a setting change state in which one setting value can be set from multiple setting values, and Figure 10 shows an example of the flow of transitioning from a playable state in which game play can proceed to a setting change state, and then changing the setting value in this setting change state and then transitioning from the setting change state to the playable state.

[0151] <Notification mode in setting change state / normal game state> The state indicated by the symbol T21 in FIG. 10 is a state in which the power is ON, the setting key SW is OFF, and the front door 102 is closed, and is a playable state in which the game can proceed (in this example, a normal game state).

[0152] In this state, similar to the state shown in Figure 9(a), the liquid crystal display device 157 is used to execute normal presentation corresponding to the normal game state, and the speakers 272, 277 output sound corresponding to the normal game state (in this example, normal stage BGM).

[0153] <Alarm mode when setting is changed / front door is open> The state indicated by the symbol T22 in FIG. 10 is a state in which the front door 102, which was closed in the normal gaming state, is opened.

[0154] In this state, since the front door 102 is opened during normal game play, a door open notification is executed. In this example, as in the state shown in Figure 9(b), the LCD display device 157 is used to display an open notification display (in this example, the text "The door is open"), and speakers 272, 277 output an open notification sound (in this example, the voice "The door is open").

[0155] <Notification when setting is changed / power is turned off> In FIG. 10, the state indicated by the symbol T23 is a state in which the power is turned from ON to OFF.

[0156] In this state, the power is turned off, and therefore the door open notification is stopped. In this example, the display of the open notification display (in this example, the display of the string "The door is open") by the liquid crystal display device 157 and the output of the open notification sound (in this example, the voice "The door is open") by the speakers 272, 277 are stopped.

[0157] <Notification mode when setting is changed / Setting key SW ON> The state indicated by the symbol T24 in FIG. 10 is a state in which the power is OFF, the front door 102 is open, and the setting key SW is turned from OFF to ON.

[0158] In this state, the power remains off, so the door open notification continues to be stopped. <Notification when setting is changed / power is ON> The state indicated by the symbol T25 in FIG. 10 is a state in which the power is turned from ON to OFF while the setting key SW is ON.

[0159] In this state, the conditions for transitioning from the playable state to the setting change state are met (front door 102 is open, power is on with setting key SW on), so the state transitions to the setting change state, and the setting value display device 101a is used to display the current setting value, and in this example, the number 6 is displayed, indicating a setting of 6. In addition, since the first sub-control unit 400 has received a setting change start command from the main control unit 300, it displays the management screen (setting change) as shown in Figure 10(a).

[0160] The display format of the management screen (setting change) displayed in the setting change state is not particularly limited, but in this example, there are provided items such as "Time Setting" which allows the time to be set, "Error History" which allows the history of errors that have occurred in the slot machine 100 to be displayed, "Eco Function Setting" which allows the power saving mode to be set, and "Volume Setting" which allows the volume of the speakers 272, 277 to be set.

[0161] Although the management screen (setting change) does not have a "Panda Doll Customization" item that allows the user to change the way the setting values ​​are suggested, a "Panda Doll Customization" item may be provided, as in the management screen (setting confirmation) described using Figure 9(c).

[0162] If a "Panda Doll Customization" item is provided on the management screen (settings change) in the setting change state and custom settings are enabled, settings related to the setting suggestion display can be configured when changing settings, which increases convenience for game store staff. On the other hand, if a "Panda Doll Customization" item is not provided on the management screen (settings change) in the setting change state and custom settings are disabled, settings related to the setting suggestion display can be configured only when confirming settings, which makes it possible to clearly distinguish between the roles of setting change and setting confirmation and to prevent operational errors.

[0163] Also, in this state, since the setting change state has been entered, a warning is issued to notify the user that the setting change state has been entered, regardless of whether the front door 102 is open or closed. In this example, as shown in Figure 10(a), a warning sound (in this example, a "beep beep" sound) is output from speakers 272, 277.

[0164] According to this example, by outputting an alarm sound when the settings are changed, it is possible to prevent fraudulent activities and to prevent forgetting to end the settings change, thereby ensuring security while increasing convenience for gaming establishments.

[0165] In this example, only a warning sound is used as a warning notification, but in addition to (or instead of) this warning sound, a warning notification display (for example, displaying the string "Settings are being changed") using the liquid crystal display device 157, or a warning notification light (for example, blinking) using a light-emitting element (various lamps 420, etc.) may also be executed.

[0166] In addition, the warning alarm sound may be different depending on the open / closed state of the front door 102. For example, when the front door 102 is open in the setting change state, a first warning alarm sound (e.g., a voice saying "Settings are being changed") may be output to notify that the settings are being changed, and when the front door 102 is closed in the setting change state, a second warning alarm sound (e.g., a voice saying "Please open the door to end the setting change") may be output to notify that the setting change state cannot be ended unless the front door 102 is opened.

[0167] <Alarm when setting is changed / Front door is closed> The state indicated by the symbol T26 in FIG. 10 is a state in which the front door 102, which was open in the setting confirmation state, is closed.

[0168] In this state, since the front door 102 is closed in the setting change state, the display of the setting value (in this example, the number 6 indicating setting 6) by the setting value display device 101a is temporarily erased and not displayed.

[0169] On the other hand, in the setting change state, a warning alert is issued to notify the user that the setting change state is in progress regardless of whether the front door 102 is open or closed, so the warning alert continues. In this example, as shown in Figure 10(b), a warning alert sound (in this example, a "beep beep" sound) is output from speakers 272, 277.

[0170] <Alarm mode when setting is changed / front door is open> In FIG. 10, the state indicated by the symbol T27 is a state in which the front door 102, which was closed in the setting change state, is opened.

[0171] In this state, since the front door 102 was opened in the setting change state, the setting value display device 101a temporarily erased and displayed the setting value again (in this example, the number 6 indicating setting 6).

[0172] In addition, in the setting change state, a warning alert is issued to notify the user that the setting change state is in progress regardless of whether the front door 102 is open or closed, so the warning alert continues, and in this example, a warning alert sound (in this example, a "beep beep" sound) is output from speakers 272, 277.

[0173] <Alarm mode in setting confirmation state / Reset SW operation> The state indicated by the symbol T28 in FIG. 10 is a state in which the reset switch is pressed in the setting change state.

[0174] In this state, since a single pressing of the reset switch was detected in the setting change state, 1 is added to the currently set value (in this example, a setting of 6), and since the set value exceeds 6, it is returned to 1, changing the set value to 1. Furthermore, the set value after update is displayed using the set value display device 101a, and in this example, the number 1 indicating setting 1 is displayed.

[0175] <Notification mode in setting confirmation state / operation of start lever> The state indicated by the symbol T29 in FIG. 10 is a state in which the start lever 135 has been pressed in the setting change state.

[0176] In this state, since the pressing operation of the start lever 135 is detected in the setting change state, the setting value change operation using the reset SW is terminated, and the setting value displayed on the setting value display device 101a (in this example, setting 1) is stored in RAM 308 as the new setting value (the setting value is confirmed).

[0177] <Notification when setting is changed / Setting key SW OFF> The state indicated by the symbol T30 in FIG. 10 is a setting change state in which the front door 102 is open and the setting key SW is turned from ON to OFF.

[0178] In this state, the conditions for transitioning from the setting change state to the playable state are met (the setting key SW changes from ON to OFF with the front door 102 open), so the state transitions to the playable state, and the display of the setting value by the setting value display device 101a (in this example, the number 1 indicating setting 1) is erased and hidden.

[0179] Also, in this state, since the front door 102 is open in the playable state, a door open notification is executed, and in this example, as shown in Figure 10 (c), an open notification display (in this example, a display of the string "The door is open") is displayed using the liquid crystal display device 157, and an open notification sound (in this example, a voice saying "The door is open") is output from the speakers 272, 277.

[0180] <Alarm when setting is changed / Front door is closed> In FIG. 10, the state indicated by the symbol T31 is a state in which the front door 102, which was open in the game-play enabled state, is closed.

[0181] In this state, since the front door 102 is closed in a playable state, the liquid crystal display device 157 is used to execute the normal presentation corresponding to the normal game state, and the speakers 272, 277 output the sound corresponding to the normal game state (in this example, the normal stage BGM), as in the state shown in Figure 9 (g).

[0182] <Summary of notification modes in setting confirmation state and setting change state> As described above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) includes a main control means (for example, the main control unit 300 shown in FIG. 2) that controls a game based on one of a plurality of setting values, a power supply means (for example, a power supply management unit) that can supply power to the main control means, a door body (for example, the front door 102 shown in FIG. 1) that is provided on the front of the gaming machine and can be opened and closed, a detection means (for example, an open / close detection SW) that can detect the open / closed state of the door body, and a sound output means (for example, the speaker 272 shown in FIG. 9).277) and a display means capable of displaying an image (for example, a liquid crystal display device 157 shown in FIG. 9), wherein the main control means is capable of setting one state from a plurality of states including at least a playable state in which a game can proceed, a setting confirmation state in which a currently set setting value can be confirmed, and a setting change state in which one setting value can be set from the plurality of setting values, the main control means is capable of starting control to the setting confirmation state when a first condition (for example, the front door 102 is open and a setting key SW is turned from OFF to ON) is established in a certain state in which power is being supplied by the power supply means, and the main control means is capable of starting control to the setting change state when a second condition (for example, the front door 102 is open, the setting key SW is turned ON, and the power supply is turned ON) is established in a certain state when power supply is started by the power supply means, and the first condition is at least a condition in which the detection state of the detection means is opened. The first condition includes a condition that the detection state of the detection means is an open detection state, and the second condition includes at least a condition that the detection state of the detection means is an open detection state, and when the detection state of the detection means is in the setting confirmation state and the detection state is an open detection state (for example, the door open state shown by reference symbol T12 in FIG. 9), the sound output means does not output a certain notification sound (for example, a warning notification sound consisting of a "beep beep" sound) related to the setting confirmation state, and when the detection state of the detection means is in the setting change state and the detection state is an open detection state (for example, the door open state shown by reference symbol T25 in FIG. 10), the sound output means is capable of outputting a certain notification sound (for example, a warning notification sound consisting of a "beep beep" sound shown in FIG. 10(b)) related to the setting change state, and the display means is capable of displaying a management display in the setting confirmation state, and the display means is capable of displaying a management display (for example, the management screen (setting change) shown in FIG. 10(a)).

[0183] Conventionally, in the setting confirmation state, a setting screen for so-called store manager customization (customization that sets the execution frequency of setting suggestions, etc.) can be displayed, which has the problem of being annoying when an alarm sound is output in the setting confirmation state. However, according to the gaming machine of this embodiment, by not outputting an alarm sound when the door is open in the setting confirmation state, it is possible to check setting values ​​and perform various settings in a comfortable environment, and by outputting an alarm sound when the door is closed in the setting confirmation state or in the setting confirmation state, it is possible to prevent fraudulent behavior and forgetting to end the setting confirmation, thereby ensuring security and increasing the convenience of the gaming store.

[0184] In addition, the display means may be capable of displaying a setting suggestion display (hereinafter referred to as the "first setting suggestion display"; for example, the gold panda doll GD shown in Figure 22(l)) that suggests the setting value that has been set, and the management display in the setting confirmation state may be capable of displaying a setting display related to the first setting suggestion display (for example, the panda doll custom setting in the management screen (setting confirmation) shown in Figure 9(d) and Figure 24(c)).

[0185] Since the setting of the first setting suggestion display is performed frequently, it would be annoying if an alarm sound were output during the setting. However, with this configuration, the alarm sound is not output while the door is open in the setting confirmation state, thereby improving the comfort of the work of the gaming store staff.

[0186] In addition, when the setting confirmation state is reached and the detection state of the detection means is a closed detection state (for example, the door closed state indicated by symbol T15 in Figure 9), the sound output means may be capable of outputting a certain alarm sound related to the setting confirmation state.

[0187] With this configuration, even if the door is closed without ending the setting confirmation state, an alarm sound will be output, preventing the store from opening while still in the setting confirmation state (preventing players from seeing the settings).

[0188] In addition, in the management display in the setting change state, it may be impossible to display a setting display related to the first setting suggestion display.

[0189] With this configuration, settings related to the setting suggestion display can be made only when confirming the settings, making it possible to clearly distinguish between the roles of changing settings and confirming settings, and preventing operational errors.

[0190] In addition, the management display in the setting change state may be capable of displaying a setting display related to the first setting suggestion display.

[0191] With this configuration, it is possible to set the setting suggestion display when changing the settings, thereby increasing convenience for game store staff.

[0192] <Operation of the 1BET / Settlement Button> Next, with reference to Fig. 11(a), an explanation will be given of the operation of the 1BET / settlement button 130. Fig. 11(a) is a diagram showing an example of the operation flow of the 1BET / settlement button 130.

[0193] Before explaining the operation of the 1BET / settlement button 130, we will now explain the items listed on the left side of Figures 11 and 12. "Time progression" indicates the flow of time, with time progressing from left to right in the figures. "Power" indicates the state of power supplied to the slot machine 100 from the outside, with "ON" indicating a state in which power is being supplied and "OFF" indicating a state in which power supply is stopped. When the power is turned ON, power is supplied from the power management unit (not shown) to each control unit (main control unit 300, first sub-control unit 400, second sub-control unit 500, etc.).

[0194] The "1BET / Settlement Button" indicates the operation state of the 1BET / Settlement Button 130, and the state in which the bet button 130 sensor does not detect operation of the 1BET / Settlement Button 130 is "Not in operation."

[0195] On the other hand, if the bet button 130 sensor detects an operation of the 1 BET / settlement button 130 and before a predetermined period (1 second in this example) has passed since the operation is detected, the operation (a press operation for less than 1 second) is considered a "short press," and if the bet button 130 sensor detects an operation of the 1 BET / settlement button 130 and the detection state in which the operation is detected is maintained when a predetermined period (1 second in this example) has passed since the operation is detected, the operation (a press operation for 1 second or more) is considered a "long press."

[0196] The "MAX BET button" indicates the operation state (pressed / not operated) of the MAX BET button 132. The "number of bets" indicates the number of medals electronically inserted by the bet buttons 130 to 132 (or inserted through the medal insertion slot 141) in the game. The "number of stored medals", also called the number of credits, indicates the number of medals electronically stored in the slot machine 100, and is displayed on the number of stored medals indicator 125.

[0197] <Operate / do not operate the 1BET / Settlement button → Start pressing> In Figure 11 (a), the state indicated by symbol T41 is when the 1BET / settlement button 130 is not operated, the number of bets is 0, and the number of saved coins is 50. The following state indicated by symbol T42 is when pressing the 1BET / settlement button 130 has begun.

[0198] In the state shown by symbol T42, the pressing of the 1 BET / settlement button 130 has begun, and the bet button 130 sensor is in a detection state where it has detected the pressing of the 1 BET / settlement button 130. However, at this timing it is not possible to determine whether the operation is a short press or a long press, so the button is invalid as both a 1 BET button and a settlement button, and the number of bets remains at 0 and the number of reserved coins remains at 50.

[0199] <Operation of the 1BET / Settlement button / Cancel the press operation (short press)> In FIG. 11(a), the state indicated by the symbol T43 is a state in which the pressing operation of the 1BET / settlement button 130 is released.

[0200] In this state, the pressing operation of the 1BET / settlement button 130 is released and it is no longer in operation, so the bet button 130 sensor is in a non-detection state where it has not detected the pressing operation of the 1BET / settlement button 130.

[0201] Since the period from code T42 to code T43 in FIG. 11(a) is less than a predetermined period (in this example, 1 second), the pressing of the 1 BET / settlement button 130 during that period is determined to be a short press operation, and the 1 BET / settlement button 130 functions as a 1 BET button.

[0202] Therefore, in this state, one medal that has been stored is bet, the number of medals bet increases from 0 to 1, and the number of medals stored decreases from 50 to 49.

[0203] <Operate / do not operate the 1BET / Settlement button → Start pressing> In FIG. 11(a), the state indicated by the symbol T44 is a state in which the number of bets is 1, the number of reserved coins is 49, and the operation of pressing the 1 BET / settlement button 130 is started.

[0204] In the state shown by code T44, the pressing of the 1 BET / settlement button 130 has begun, and the bet button 130 sensor is in a detection state where it has detected the pressing of the 1 BET / settlement button 130. However, at this timing it is not possible to determine whether the operation is a short press or a long press, so the button is invalid as both a 1 BET button and a settlement button, and the number of coins bet remains at 1 and the number of coins stored remains at 49.

[0205] <1BET / Settlement Button Operation / Press Operation (Long Press)> The state indicated by the symbol T45 in FIG. 11(a) is a state in which one second has elapsed while the 1BET / settlement button 130 has been continuously pressed.

[0206] Since the period from code T44 to code T45 in FIG. 11(a) is a predetermined period (1 second in this example), pressing the 1 BET / settlement button 130 during that period is determined to be a long press operation, and the 1 BET / settlement button 130 functions as a settlement button.

[0207] Therefore, in this state, both the bet medals (in this example, 1 medal) and the stored medals (in this example, 49 medals) are settled, and 50 medals are dispensed from the medal payout outlet 155.

[0208] According to this example, one operating means (in this example, the 1BET / settlement button 130) can have two functions (in this example, betting and settlement), which increases convenience for the player.

[0209] Note that settlement does not necessarily have to be the operation described above, and may be such that when there are bet medals, the number of medals is returned to the stored number, and when there are no bet medals, the stored medals are paid out from the medal payout outlet 155. Specifically, in the state shown by reference symbol T45 in FIG. 11(a), the bet medals (in this example, one medal) are returned to the stored number, and the stored medals (in this example, 50 medals) increase by one. Then, when the 1 BET / settlement button 130 is pressed and held in this state (0 medals bet, 50 medals stored), 50 medals are discharged from the medal payout outlet 155.

[0210] <Operation of the 1BET / Settlement button / Cancel the press operation (long press)> In FIG. 11(a), the state indicated by the symbol T46 is a state in which the pressing operation (long pressing) of the 1BET / settlement button 130 is released.

[0211] In this state, the pressing operation (long press) of the 1BET / settlement button 130 is released and it is no longer in operation, so the bet button 130 sensor goes into a non-detection state where it does not detect the pressing operation of the 1BET / settlement button 130, and the 1BET / settlement button 130 is in a non-operation state.

[0212] In this example, the settlement is started at the timing when it is determined that the pressing of the 1BET / settlement button 130 is a long press (timing indicated by code T45), but the present invention is not limited to this example, and the settlement may be started at the timing after it is determined that the pressing of the 1BET / settlement button 130 is a long press.

[0213] Therefore, for example, settlement may be started at the timing when the long press operation is released and no operation is performed (for example, the timing shown by code T46), or settlement may be started when a predetermined period of time (for example, 1 second) has elapsed after it is determined that the pressing of the 1BET / settlement button 130 is a long press operation.

[0214] <Operation of the payment button> Next, the operation of the settlement button 147 will be described with reference to Fig. 11(b). Fig. 11(b) is a diagram showing an example of the operation flow of the settlement button 147.

[0215] <Settlement button operation / non-operation → MAX BET button operation> In Figure 11(b), the state indicated by symbol T51 is a state in which the settlement button 147 and the MAX BET button 132 are not operated, the number of bet coins is 0, and the number of saved coins is 50.The subsequent state indicated by symbol T52 is a state in which pressing the MAX BET button 132 has begun.

[0216] In the state indicated by the symbol T52, the pressing of the MAX BET button 132 has begun, and the bet button 132 sensor is in a detection state detecting the pressing of the MAX BET button 132. Three stored medals are bet, the number of bets increases from 0 to 3, and the number of stored medals decreases from 50 to 47.

[0217] <Operation of the checkout button / Operation of the checkout button> The state indicated by the symbol T53 in FIG. 11(b) is a state in which the pressing operation of the settlement button 147 has started.

[0218] As described above, when the settlement button 147 is operated at a time when it is not possible to settle medals (for example, during the period when an operation effect is being executed to prompt the player to operate the settlement button 147), it functions as an effect button, whereas when it is operated at a time when it is possible to settle medals (for example, during the period from when it becomes possible to start playing until the operation of the start lever 135 is accepted), it functions as a settlement button, and a medal settlement process (a process of discharging both the bet medals and the stored medals from the medal payout outlet 155) is executed.

[0219] In this state, the pressing of the settlement button 147 has begun, and the settlement button 147 sensor is in a detection state in which it detects the pressing of the settlement button 147. Furthermore, since this state is the timing at which medals can be settled, the settlement button 147 functions as a settlement button, and both the bet medals (in this example, 3 medals) and the stored medals (in this example, 47 medals) are settled, and 50 medals are discharged from the medal payout outlet 155.

[0220] Unlike the 1BET / settlement button 130, the settlement button 147 does not need to distinguish between a short press and a long press. Therefore, in this example, the settlement process is executed when the settlement button 147 is accepted, but the settlement process may also be started when the depression of the settlement button 147 is released and the button is no longer operated.

[0221] <Interruption during operation of the 1BET / Settlement button> 12(a) and 12(b) will be used to explain interruption during operation of the 1 BET / settlement button 130. In this example, if a long press operation of the 1 BET / settlement button is valid, the long press operation is released and settlement starts at the timing when the button is no longer operated.

[0222] <1BET / Settlement Button Interrupt 1> FIG. 12(a) is a diagram showing an example of the flow when an event not caused by the player's operation occurs while the 1BET / settlement button is being operated.

[0223] Here, "events that are not dependent on the player's operation" refers to events that are unrelated to the player's operation, such as turning the power on / off (because players generally cannot operate the power button), the occurrence of various errors, and poor communication with the rental machine.

[0224] Here, examples of errors that may occur in the slot machine 100 include medal insertion abnormalities 1 to 4, medal payout abnormalities 1 to 3, overflow abnormalities, RAM defects, and winning abnormalities.

[0225] Medal insertion error 1 occurs when inserted medals are stuck and is resolved when the cause of the error is removed and the error reset switch (setting switch) is operated. Medal insertion error 2 occurs when the number of inserted medals is greater than the specified number and is resolved by changing the setting value or clearing the RAM.

[0226] Medal insertion error 3 occurs when either insertion sensor 1 or insertion sensor 2 turns on other than during the medal insertion process, and medal insertion error 4 occurs when the inserted medal does not pass through insertion sensor 1 or insertion sensor 2 normally.In either case, the error is resolved after the cause of the error is removed and the error release switch (setting switch) is operated.

[0227] Medal payout error 1 occurs when no medals are paid out for a certain period of time while the medal payout device is in operation, medal payout error 2 occurs when medals become stuck while the medal payout device is in operation, and medal payout error 3 occurs when either payout sensor 1 or payout sensor 2 turns on other than during the medal payout process.In either case, the error is resolved after the cause of the error is removed and the error release switch (setting switch) is operated.

[0228] An overflow abnormality occurs when the overflow terminal of the medal auxiliary storage becomes ON, and is resolved when the error reset switch (setting switch) is operated after the cause of the error is removed. A RAM failure occurs when an abnormality is detected by checking the RAM 308, and is resolved when the error reset switch (setting key) is operated. A winning abnormality occurs when a winning symbol different from the winning symbol determined by internal lottery is won after the reels 110 to 112 have stopped, and is resolved when the error reset switch (setting switch) is operated.

[0229] The gaming machine according to the present invention is not limited to the slot machine 100, but can also be applied to a slot machine 1100 (medalless slot machine) described later with reference to Figures 14 and 15. Errors that can occur in a medalless slot machine include, in addition to the RAM failure and winning abnormality described above, communication failure with the lending machine 1700, counting errors, and the like.

[0230] <1BET / Settlement button operation interrupt 1 / non-operation → start of pressing operation> In Figure 12(a), the state indicated by code T61 is when the 1BET / settlement button 130 is not operated, the number of bets is 2, and the number of saved coins is 40. The following state indicated by code T62 is when the operation of pressing the 1BET / settlement button 130 has begun.

[0231] In the state shown by code T62, the pressing of the 1 BET / settlement button 130 has begun, and the bet button 130 sensor is in a detection state where it has detected the pressing of the 1 BET / settlement button 130. However, at this timing it is not possible to determine whether the operation is a short press or a long press, so the button is invalid as both a 1 BET button and a settlement button, and the number of bets remains at 2 and the number of reserved coins remains at 40.

[0232] <Interrupt 1 / An error occurred while operating the 1BET / Settlement button> In FIG. 12(a), the state indicated by the symbol T63 is a state in which an error occurs during the pressing operation of the 1BET / settlement button 130.

[0233] In this state, an error occurs (an event not caused by the player's operation) before a predetermined period of time (1 second in this example) has elapsed since the 1BET / settlement button 130 was pressed, and therefore the operation of pressing the 1BET / settlement button 130 is invalidated.

[0234] <Cancel interrupt 1 / press operation (long press) during operation of 1BET / settlement button> In FIG. 12(a), the state indicated by the symbol T64 is a state in which the pressing operation of the 1BET / settlement button 130 is released and the button is no longer operated.

[0235] The period from the state shown by code T62 to the state shown by code T64 is one second or more, and normally, pressing the 1BET / settlement button 130 would be judged to be a long press, and the settlement process would begin when the operation is released and the button is no longer in operation. However, in this example, an event not dependent on the player's operation occurs at the time shown by code T63, and the pressing of the 1BET / settlement button 130 is invalid, so the settlement process is not started and the number of bets remains at 2 and the number of reserved coins remains at 40.

[0236] According to this example, in the event of an unexpected action (an event not dependent on the player's operation), the operation (process of settling the game value) using the first operating means (in this example, the 1BET / settlement button 130) is invalidated, thereby preventing the player from performing an operation that he or she did not intend.

[0237] <1BET / Settlement Button Operation Interrupt 1 / Power OFF> In FIG. 12(a), the state indicated by the symbol T65 is a state in which the power is turned off while the 1BET / settlement button 130 is being pressed.

[0238] In this state, the power was turned off (an event not caused by the player's operation) before a predetermined period (in this example, 1 second) had elapsed since the 1BET / settlement button 130 was pressed, so the operation of pressing the 1BET / settlement button 130 is invalid.

[0239] According to this example, in the event of an unexpected action (an event not dependent on the player's operation), the operation (process of settling the game value) using the first operating means (in this example, the 1BET / settlement button 130) is invalidated, thereby preventing the player from performing an operation that he or she did not intend.

[0240] In addition, when the front door 102 is open and the settlement button 147 and the 1BET / settlement button 130 are pressed simultaneously, if the power is turned from OFF to ON, the machine may be configured to transition to the inspection mode.

[0241] The slot machine 100 has an inspection mode separate from the playable state (game mode). In the inspection mode, processes (programs) and data stored in the non-use areas of the ROM and RWM are used. That is, in the game mode, the slot machine 100 executes game processing using the programs and data stored in the use areas of the ROM and RWM, and in the inspection mode, executes inspection processing using the programs and data stored in the non-use areas of the ROM and RWM.

[0242] The inspection mode has three inspection items: "input inspection," "main control output inspection," and "sub-control output inspection." Here, input inspection is an inspection of the input sections of the slot machine 100 (e.g., various buttons, various sensors, etc.). In the input inspection, not only the input sections managed by the main control section 300 but also the input sections managed by the first sub-control section 400 are inspected. The main control output inspection is an inspection of the display section, lamps, and reels managed by the main control section 300. The sub-control output inspection is an inspection of the performance devices (e.g., speakers, movable gimmicks, etc.) managed by the first sub-control section 400 and the second sub-control section 500.

[0243] <Cancel interrupt 1 / press operation (long press) during operation of 1BET / settlement button> In FIG. 12(a), the state indicated by reference symbol T66 is a state in which the power is turned on, and the subsequent state indicated by reference symbol T67 is a state in which the pressing operation of the 1BET / settlement button 130 is released.

[0244] The 1 BET / settlement button 130 is pressed for more than one second, and normally, pressing the 1 BET / settlement button 130 is judged to be a long press, and the settlement process starts when the button is released and no longer in operation. However, in this example, an event not dependent on the player's operation occurs at the timing indicated by code T66, and the pressing of the 1 BET / settlement button 130 is invalid, so the settlement process does not start and the number of bets remains at 2 and the number of reserved coins remains at 40.

[0245] <1BET / Settlement Button Interrupt 2> FIG. 12(b) is a diagram showing an example of the flow when an event occurs due to a player's operation while the 1BET / settlement button is being operated.

[0246] Here, "events based on player operation" refers to events based on the player's operation of the operating means, such as a MAX bet (based on operation of the MAX bet button 132), the rotation of reels 110-112 (based on operation of the start lever 135), the stopping of reels 110-112 (based on operation of the stop buttons 135-137), counting operations, etc.

[0247] Furthermore, "events caused by player operation" may also be menu display operations or volume (light intensity) change operations. In this case, if a menu display operation (volume (light intensity) change operation) is performed while operating the 1 BET / settlement button, the menu display (volume (light intensity) value display) will be displayed, and if the 1 BET / settlement button is subsequently operated for a predetermined period of time (in this example, one second), settlement will be carried out and the menu display (volume (light intensity) value display) will be terminated. For example, a player who is unaware that settlement will be carried out by long pressing the 1 BET / settlement button or a player who accidentally presses and holds the 1 BET / settlement button may not realize that settlement has been carried out and may mistakenly believe that a malfunction of the gaming machine has caused their medals to run out. However, this makes it easier for the player to recognize that settlement has been carried out, preventing such a mistake.

[0248] <1BET / Settlement button operation interrupt 2 / non-operation → start of pressing operation> In Figure 12 (b), the state indicated by code T71 is when the 1BET / settlement button 130 is not operated, the number of bets is 1, and the number of saved coins is 40. The following state indicated by code T72 is when pressing the 1BET / settlement button 130 has started.

[0249] In the state shown by code T72, the pressing of the 1 BET / settlement button 130 has begun, and the bet button 130 sensor is in a detection state where it has detected the pressing of the 1 BET / settlement button 130. However, at this timing it is not possible to determine whether the operation is a short press or a long press, so the button is invalid as both a 1 BET button and a settlement button, and the number of coins bet remains at 1 and the number of coins stored remains at 40.

[0250] <1BET / Settlement Button Interrupt 2 / MAX BET> In FIG. 12(b), the state indicated by the symbol T73 is a state in which a MAX BET is placed while the 1 BET / settlement button 130 is being pressed.

[0251] In this state, the MAX BET button 132 is operated and a MAX BET is placed (an event due to the player's operation has occurred) before a predetermined period of time (1 second in this example) has elapsed since the 1 BET / settlement button 130 was pressed, and therefore the two stored medals are bet without invalidating the pressing of the 1 BET / settlement button 130, increasing the number of bets from 1 to 3 and decreasing the number of stored medals from 40 to 38.

[0252] <Cancel interrupt 2 / press operation (long press) while operating the 1BET / settlement button> In FIG. 12(b), the state indicated by the symbol T74 is a state in which the pressing operation (long pressing) of the 1BET / settlement button 130 is released.

[0253] The period from code T72 to code T74 in Figure 12(b) is a period of more than a predetermined period (in this example, 1 second), and since the pressing of the 1 BET / settlement button 130 is not invalidated by the MAX bet, the pressing of the 1 BET / settlement button 130 during that period is determined to be a long press operation, and the 1 BET / settlement button 130 functions as a settlement button.

[0254] Therefore, in this state, both the bet medals (in this example, 3 medals) and the stored medals (in this example, 38 medals) are settled, and 41 medals are dispensed from the medal payout outlet 155.

[0255] In this example, the settlement is started when the pressing of the 1BET / settlement button 130 is released (the timing indicated by the symbol T74), but the present invention is not limited to this example. For example, as in the example described using Figure 11(a), the settlement may be started when a predetermined period of time (1 second in this example) has elapsed since the pressing of the 1BET / settlement button 130 was started.

[0256] <Performance using the payment button> Next, an effect using the settlement button 147 will be described with reference to Fig. 13. Fig. 13 is a diagram showing an example of an effect using the settlement button 147.

[0257] In this example, a pseudo game is performed during the main game in the AT game, and in the pseudo game, an effect is performed using the settlement button 147. It goes without saying that the effect using the settlement button 147 is not limited to the effect during the AT game.

[0258] <Settlement button effect / main game (AT remaining 99G)> 13(a) to 13(c) show an example of the flow of a main game (99G remaining in the AT) in an AT game.

[0259] At the timing shown in the same figure (a), in this game (99G remaining in AT), based on the pressing operation of the start lever 135, the rotation of the reels 110 to 112 is started, and a push order navigation effect (in this example, an effect suggesting that the push order of the stop buttons 137 to 139 is right → left → middle) is executed on the liquid crystal display device 157.

[0260] At the timing shown in the next Figure (b), in this game (99G remaining in the AT), the reels 110 to 112 are stopped based on the stop operation of the stop buttons 137 to 139, and at the timing shown in the next Figure (c), the specified number of medals available for play are bet based on the bet operation using the bet buttons 130 to 132.

[0261] <Settlement button effect / pseudo-game (98G remaining)> 13(d) to 13(f) show an example of the flow of a pseudo game (98G remaining in AT) before the start of a main game (98G remaining in AT) in an AT game.

[0262] At the timing shown in the same figure (d), in the pseudo game (98G remaining in the AT), the reels 110 to 112 start to rotate based on the pressing of the start lever 135, and the LCD display device 157 displays an operation presentation encouraging the operation of the settlement button 147 (in this example, the display of the text ``Press the big button and aim for 7 (symbol)!'' and a symbol, and the display of a circular image with the text ``Press'' written on it).

[0263] The timing shown in Figure (d) is a timing when medals cannot be settled because the reels 110 to 112 have started to rotate, and the operation effect is an effect that can be executed at a timing when medals cannot be settled.

[0264] The presentation mode of the "operation presentation" according to the present invention is not limited to this example, and may be any presentation that encourages operation of the operating means. Therefore, for example, a presentation that vibrates the settlement button 147 may be executed. This presentation can be executed at a timing when medal settlement is not possible, and therefore does not interfere with the player's settlement operation. Alternatively, the presentation may be such that the settlement button 147 emits light (such as a light or a flashing light), or a graphic that resembles the appearance of the settlement button 147 is displayed on the liquid crystal display device 157.

[0265] In addition to the effects that prompt the user to operate the operating means, other effects (for example, an effect that counts down the time until the operation of the operating means is accepted) may be performed, and in addition to (or instead of) the effects using the liquid crystal display device 157, effects may be performed using sound output means (for example, speakers 272, 277) or light-emitting elements (various lamps 420, etc.).

[0266] At the timing shown in the following Figure 13(e), while the operation presentation is being executed by the liquid crystal display device 157, the player operates the settlement button 147, and at the timing shown in the following Figure 13(f), based on the operation of the settlement button 147, an operation response presentation corresponding to that operation (in this example, a reel presentation in which the reels 110 to 112 perform a reel action in which they rotate forward and backward multiple times under the control of the main control unit 300) is executed.

[0267] According to this example, by providing an operation means capable of settling the gaming value (in this example, the settlement button 147) separately from an operation means capable of the same settlement (the 1BET / settlement button 130), convenience for the player can be increased.

[0268] Furthermore, for example, by using an existing operating means connected to the main control unit to perform effects, it is possible to perform novel effects such as effects on the reels connected to the main control unit. Also, it is possible to prevent other processes such as settlement from being executed by operations on effects, so that it is not mistaken for a malfunction or breakdown, and for example, when a bet button is applied, effects cannot be performed in the state waiting for the next game after the reels have stopped because the bet function itself is active, but by applying an operating means that allows settlement, it is possible to set various timings as the timing when effects can be executed, thereby increasing the variety of effects.

[0269] Furthermore, since the player won the AT addition lottery during the pseudo game (98G remaining in the AT), at the timing shown in the same figure (f), the AT addition effect (in this example, the string "Added!" is displayed to notify that the player has won the AT game addition lottery, and the string "+100G" is displayed to notify the number of games added to the AT) is executed.

[0270] In this example, a reel effect is executed when the settlement button 147 is operated while the operation effect is being executed, but the operation response effect corresponding to the operation of the operating means is not limited to the reel effect.

[0271] Therefore, for example, as an operation response effect, the first sub-control unit 400 may control an effect using sound output means (e.g., speakers 272, 277) or light-emitting elements (various lamps 420, etc.), or the second sub-control unit 500 may control an effect of opening and closing the right shutter 163a and left shutter 163b of the shutter 163.

[0272] Furthermore, the condition for executing the operation response effect is not limited to the operation of the settlement button 147, but may be, for example, the operation of the 1BET / settlement combined button 130, or the operation response effect may be executed when either a short press or a long press of the 1BET / settlement combined button 130 is performed, and may not be executed when the other is performed.

[0273] <Settlement button effect / main game (AT remaining 98G)> 13(g) to 13(h) show an example of the flow of the main game (98G remaining in the AT) in the AT game.

[0274] At the timing shown in the same figure (g), in this game (98G remaining in AT), the reels 110 to 112 start to rotate based on the pressing operation of the start lever 135, and at the subsequent timing shown in the same figure (h), the reels 110 to 112 are stopped based on the stopping operation of the stop buttons 137 to 139.

[0275] In this example, even if the 1 BET / settlement button 130 is pressed, if the pressing operation is stopped before a predetermined period (1 second in this example) has elapsed since the pressing operation started, it is determined to be a short press and functions as a 1 BET button, and if the pressing operation is continued until the predetermined period (1 second in this example) has elapsed since the pressing operation started, it functions as a settlement button, but when the 1 BET / settlement button 130 is pressed, one medal is bet (inserted) regardless of the predetermined period (1 second in this example), and thereafter, if the pressing operation is continued until the predetermined period (1 second in this example) has elapsed since the pressing operation started, the inserted medals may be settled. In other words, if the 1 BET / settlement button 130 is pressed and held for one second or more, one medal is bet and then the bet medals are settled.

[0276] <Game machine (variant)> Next, the basic configuration of a slot machine 1100 according to a modified example and the basic configuration of a lending machine 1700 will be described with reference to Fig. 14. Fig. 14 is an external perspective view of the slot machine 1100 and lending machine 1700 according to a modified example, as viewed from the front side (player side).

[0277] The slot machine 1100 is a medal-less slot machine and is one of the "game machines" according to the present invention. In order to avoid redundant explanation, only the configuration different from the slot machine 100 explained using FIG. 1 will be explained here.

[0278] The game medal count display device 1170 is a 5-digit 7-segment (SEG) display device, and is a device that displays the game medal count (number of credits) recorded in the medal count control unit 1350 shown in Fig. 15. The game medal count (number of credits) is a numerical value that corresponds to the "reserved number" in the slot machine 100.

[0279] The count button 1171 is an operation means for transmitting information on the number of game medals recorded in the medal count control unit 1350 shown in FIG.

[0280] 14 is sometimes called a card unit, and corresponds to an example of the gaming media management device of the present invention. This lending machine 1700 is installed in a one-to-one relationship with the slot machine 1100.

[0281] The lending machine 1700 accepts cards. There are two types of "cards" referred to here. One is a visitor card (also called a general card) with a prepaid function, which is a gaming storage medium issued to general players who are not registered as members. The other is a membership card, which is a gaming storage medium issued to member players who have registered as members at the gaming facility. An IC card is used as the card.

[0282] The card stores a value. The value stored in the card includes the "number of medals held" and the "money balance," which is the remaining balance of prepaid money. The lending machine 1700 that accepts the card has the function of converting the "number of medals held" stored in the card into the "number of gaming medals (number of credits)."

[0283] The "number of gaming medals (number of credits)" is data that can be used to set the number of bets and can also be converted into the "number of possessed medals." The "number of gaming medals" can be obtained by debiting the "money balance" or "number of possessed medals" on the card. The "number of gaming medals" also includes the number of medals acquired by winning. This "number of gaming medals" is managed by the medal count control unit 1350 shown in FIG. 15, and is the number of electronic medals electromagnetically stored (amount of electronic gaming value). By inserting medals using the bet buttons 130, 132, the "number of gaming medals" is subtracted.

[0284] The "number of possessed medals" is a value obtained by converting the "number of game medals (number of credits)" into a count. This "number of possessed medals" is stored in a manner that allows it to be specified by the player's card. In other words, by operating the count button 1171, it is possible to perform a counting process that counts the electronically stored game medals (credits), and through this counting process, the "number of game medals" is converted into the "number of possessed medals" and can be stored on the card. The "number of possessed medals" may also be managed by a management device for managing the number of possessed medals that is installed in the gaming facility.

[0285] When the settlement button 134 is operated in a state where the gaming value has been bet on the basis of the "number of gaming medals (number of credits)", a settlement process is performed to return the gaming value to the number of gaming medals (number of credits) that has been bet on the basis of the set number of bets.

[0286] The front side of the lending machine 1700 is provided with a bill insertion slot 1701 at the top for inserting bills and a card insertion slot 1702 at the bottom for inserting cards. A membership card or visitor card inserted into this card insertion slot 1702 is accepted by a card reader / writer, and the information stored on the card is read. The authenticity and type of bill inserted into the bill insertion slot 1701 are identified, and the face value of the bill is stored as the "money balance" on the card inserted into the card insertion slot 1702.

[0287] An information display 1703 is provided below the bill insertion slot 1701. This information display 1703 is a display that provides operation guidance for the lending machine 1700 and the status of the slot machine 1100 in the form of text and images. The surface may be configured as a touch panel, allowing various operations to be input by touching the various displayed display items with a finger.

[0288] Below the information display 1703, a money balance display 1705 and a medal count balance display 1706 are arranged in two rows, one above the other. The money balance display 1705 displays the "money balance" stored in the card inserted in the card insertion slot 1702 as a monetary amount. On the other hand, the medal count balance display 1706 displays the "number of medals held" stored in the card inserted in the card insertion slot 1702 as the number of medals.

[0289] A lending button 1707 and a card return button 1708 are provided in the vertical center of the lending machine 1700. The lending button 1707 is an operating means for withdrawing the "money balance" stored in the card inserted into the card insertion slot 1702 to obtain the "number of game medals." Specifically, if there is a "money balance" on the card inserted into the card insertion slot 1702, an LED lamp built into the lending button 1707 lights up in a manner indicating that withdrawal is possible. By operating the lending button 1707 in this state, the "number of game medals" is increased according to the amount of money withdrawn.

[0290] For example, a predetermined amount of 1,000 yen worth of "game medals" is added. Also, if the "money balance" of the card is less than the predetermined amount (for example, less than 1,000 yen), only the "game medals" converted from the current balance at a predetermined rate are added. Note that even if the "money balance" of the card is less than the predetermined amount, medals may be replenished from the "number of medals held" stored on the card, and the "game medals" worth the predetermined amount may be added.

[0291] The card return button 1708 is operated when the player finishes playing, and is an operating means for storing the "number of possessed medals" determined at the end of the game in the card inserted in the card insertion slot 1702 and discharging the card. The "number of possessed medals" determined at the end of the game is the number of medals obtained by subtracting the number of medals converted to the "number of game medals" from the "number of possessed medals" stored in the card inserted in the card insertion slot 1702, and then adding the number of game medals counted by the counting operation.

[0292] The data of "money balance," "number of possessed medals," and "number of game medals" explained above are converted in the following order: "money balance" and "number of possessed medals" → "number of game medals" → "number of possessed medals." In this way, the "number of possessed medals" specified by the card is converted into the "number of game medals," and in the slot machine 1100 of this example, the "number of game medals" can be used to set the number of bets, so it is possible to provide a game with a new slot machine (controlled game machine) that does not use real medals, without causing confusion to players who are accustomed to conventional slot machines in which real medals are loaned to them, credits are secured by inserting those real medals, and the number of bets is set using those credits.

[0293] Although this specification does not refer to the "number of medals saved," this "number of medals saved" is not stored on the card but is the number of medals deposited in the gaming facility. In the gaming facility, the number of medals a player has acquired through play may be managed as "points" by the hall management terminal or other management computer for the day, and as the "number of medals saved" from the day after the acquisition. If both the "number of medals saved" and the "number of medals saved" are stored, priority is given to deducting from the "number of medals saved." Furthermore, both the "number of medals saved" and the "number of medals saved" may be stored in a host server in association with the card number. In the case of a visitor card, the "number of medals saved" is stored directly on the visitor card, but the "number of medals saved" may also be stored in a host server in association with the card number.

[0294] When storing the card number in the upper server, data that can identify the time when the card was stored in the upper server may be written to the card (membership card, visitor card) and then discharged. The "money balance" is written directly to the card (membership card, visitor card) and then discharged. The "number of medals held" is stored in the card (membership card, visitor card) or the upper server, for example, when the counting button 1171 is operated and a counting process is performed. However, instead of this, the information may be stored all at once when the card is returned. Furthermore, when a player finishes playing and returns the card from the lending machine 1700, the "number of medals held" stored in the lending machine 1700 is temporarily stored as saved medals. When the player inserts the card into the hall management terminal or another lending machine 1700, only the "number of medals held" for that day that was temporarily stored as saved medals is stored again in the lending machine 1700, and the "number of game medals" is added within the range of the "number of medals held" so that the player can play.

[0295] <Control unit> Next, the circuit configuration of the control unit of the slot machine 1100 according to the modified example will be described in detail with reference to Figure 15. Figure 15 shows a circuit block diagram of the control unit of the slot machine 1100 according to the modified example.

[0296] In order to avoid redundant explanation, we will only explain the configuration that differs from the control unit of the slot machine 100 described using Figure 2 (mainly the configuration belonging to the rectangular area indicated by symbol A in Figure 15).

[0297] The main control unit 300 has a game control unit 302 that controls the progress of the game and a medal count control unit 1350 that controls the number of game medals owned by the player. The game control unit 302 corresponds to an example of game control means, and the medal count control unit 1350 corresponds to an example of game value number control means.

[0298] Like the game control unit 302, the medal count control unit 1350 is equipped with a CPU 1354, a ROM 1356, a RAM 1358, an I / O 1360 for controlling the input and output of various devices, and a counter timer 1362 for measuring time, number of times, etc.

[0299] A game medal count display device 1170 consisting of a 5-digit 7-segment (SEG) display, a count button 1171, and a game medal count clear button 1172 are connected to the basic circuit of the medal count control unit 1350.

[0300] The basic circuit of the medal count control unit 1350 is also connected to the lending machine 1700 via a lending machine connection terminal board 1790. The medal count control unit 1350 communicates with the lending machine 1700 in both directions.

[0301] The medal count control unit 1350 transmits various commands to the game control unit 302. The game control unit 302 also transmits various commands to the medal count control unit 1350. In other words, communication between the medal count control unit 1350 and the game control unit 302 is also two-way communication.

[0302] Furthermore, the medal count control unit 1350 stores the "number of game medals" in a predetermined area of ​​the RAM 1358. Specifically, the "number of game medals" is stored in a credit counter. The medal count control unit 350 updates the "number of game medals" stored in a predetermined area of ​​the RAM 1358 by addition processing or subtraction processing. Examples of addition processing include processing based on a payout command sent from the game control unit 302, processing based on a settlement command sent from the game control unit 302, and processing based on a lending notification sent from the lending machine 1700. On the other hand, examples of subtraction processing include counting processing based on operation of the count button 1171 and processing based on an insertion command sent from the game control unit 302.

[0303] The game medal count clear button 1172 shown in Figure 24 is located in a position that cannot be operated by the player (for example, a position that cannot be operated unless the front door 102 is opened), and is an operating means for clearing the "game medal count" stored in a specified area of ​​RAM 1358.

[0304] For example, if a player leaves the room with "2" remaining in the medal count, it becomes difficult to determine whether the player with "2" intends to continue playing, preventing another player from starting a game. However, if the medal count can be cleared by a store clerk's operation, another player can be welcomed sooner. Note that the "medal count" does not necessarily have to be cleared when the medal count clear button 1172 is operated. For example, the medal count may be cleared if the medal count is two or less, and if the medal count is three or more, the medals may be counted in the same way as if the count button 1171 were operated. If the count button 1171 malfunctions or is unable to recognize that it has been operated, the "medal count" cannot be converted to the "medal count," which could be detrimental to the player. However, if the count can be performed by a store clerk's operation, this would avoid detriment to the player.

[0305] Furthermore, there is no need to provide a new counting button for the store clerk, so there is no increase in costs. Note that instead of distinguishing between clearing and counting by determining the number of game medals, clearing and counting may be distinguished by the method of operating the game medal count clear button 1172. For example, clearing occurs when the button is pressed for a short time, and counting occurs when the button is pressed for a long time. Either clearing or counting can be easily selected regardless of the number of game medals. Also, clearing occurs when only the game medal count clear button 1172 is operated, and counting occurs when the game medal count clear button 1172 and another button are operated simultaneously. There is little possibility of operating incorrectly, and either clearing or counting can be easily selected.

[0306] The 1BET / settlement button 130, the settlement button, and the settlement button 147 described with reference to FIGS. 1 to 13 may be applied to the medal-less slot machine described with reference to FIGS.

[0307] <Production using the payment button / Summary> As explained above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a first operating means (for example, the 1BET / settlement button 130 shown in FIG. 1), and is characterized in that when the operation of the first operating means is detected and the non-detection state in which the operation is not detected is reached (for example, when a short press operation is performed) before a predetermined period (for example, 1 second) has elapsed, the gaming value (for example, a medal, the number of gaming medals) is inserted as "1", and when the detection state in which the operation is detected is maintained when the predetermined period has elapsed since the operation of the first operating means was detected (for example, when a long press operation is performed), the inserted gaming value is settled.

[0308] According to the gaming machine of this embodiment, one operating means can have two types of functions, which increases convenience for the player.

[0309] Furthermore, if an event not caused by the player's operation (for example, power being turned on / off, various errors occurring, or poor communication with the lending machine) occurs before the specified period has elapsed since the operation of the first operating means is detected, the game value that has been inserted may not be settled even if the detection state in which operation of the first operating means is detected is maintained when the specified period has elapsed.

[0310] With this configuration, in the event of an unexpected action (an event not dependent on the player's operation), the operation using the first operating means (the process of settling the game value) is invalidated, thereby preventing the player from performing an operation that he or she did not intend.

[0311] In addition, the device may be provided with a second operating means (for example, the settlement button 147 shown in Figures 1 and 13), and when operation of the second operating means is detected at a timing when the inserted gaming value can be settled, the gaming value is settled.

[0312] With this configuration, convenience for the player can be increased by providing an operation means capable of settling game value separately from the first operation means capable of the same settlement.

[0313] The machine is also provided with a presentation means (for example, the liquid crystal display device 157 shown in Figures 1 and 13), which is capable of executing a certain operation presentation (for example, the operation presentation shown in Figures 13(d) to (e)) that prompts the player to operate the second operation means, and the certain operation presentation may be an presentation that can be executed at a time when it is not possible to settle the game value that has been inserted.

[0314] With this configuration, for example, novel effects can be produced by using existing operation means connected to the main control unit. Also, other processes such as settlement cannot be executed by operations on effects, so that they are not mistaken for malfunctions or breakdowns. For example, when a bet button is applied, effects cannot be produced in the state of waiting for the next game after the reels have stopped because the bet function itself is active, but by applying an operation means that allows settlement, various timings can be set as the timing when effects can be executed, thereby increasing the variety of effects.

[0315] <Custom Panda Doll> Next, the functions of the panda doll customization will be explained.

[0316] FIG. 16(a) is a diagram showing an example of the management screen MD in the setting confirmation state.

[0317] As shown in Figure 16(a), the management screen (setting confirmation) MD displayed in the setting confirmation state has items such as "Time setting" which allows the time to be set, "Error history" which allows the history of errors that have occurred in the slot machine 100 to be displayed, "Eco function setting" which allows the power saving mode to be set, "Volume setting" which allows the volume of the speakers 272, 277 to be set, and "Panda doll customization" which allows the manner in which the setting value suggestions are displayed to be changed.

[0318] As explained using Figure 10, the management screen (settings change) displayed in the setting change state does not have an item for panda doll customization, and panda doll customization cannot be set in the setting change state. However, as with the management screen (settings confirmation) MD, an item for panda doll customization may be provided so that panda doll customization can be set even in the setting change state.

[0319] In this example, when a setting confirmation transition operation (in this example, an operation of turning the setting key SW from OFF to ON when the front door 102 is open (door open state)) is performed in the normal game state, the game transitions to the setting confirmation state, and the management screen (setting confirmation state) MD is displayed in the display area of ​​the liquid crystal display device 157.

[0320] Then, while this management screen (setting confirmation state) MD is displayed, if the cross button of the UI button 134 is pressed, the panda doll customization item is tentatively selected, and then the OK button of the UI button 134 is pressed, the screen transitions to the panda doll customization setting screen PC shown in Figure 16 (b), and the panda doll customization setting screen PC is displayed in the display area of ​​the liquid crystal display device 157.

[0321] <Panda Doll Custom / Panda Doll Custom Settings Screen> FIG. 16(b) is a diagram showing an example of the panda doll custom setting screen PC.

[0322] The display format of the panda doll custom setting screen PC is not particularly limited, but in this example, in addition to the items for custom valid setting PC1 located in the upper right, custom detailed setting PC2 located in the center, and demo notification setting PC3 located in the lower right, there are also items for "Confirm" and "Cancel".

[0323] The customization enable setting PC1 on the panda doll customization setting screen PC is an item that allows you to set whether panda doll customization is enabled or disabled. When the "enabled" item is selected, panda doll customization is enabled, and when the "disabled" item is selected, panda doll customization is disabled.

[0324] Here, "panda doll customization" refers to a function that allows customization to be performed to display the panda doll during gameplay, and the panda doll (also called "panda doll setting suggestion display") is a character image that suggests the currently set setting value. In this example, multiple types of panda dolls with different colors can be displayed depending on the suggested setting value.

[0325] FIG. 16(c) is a diagram showing an example of suggested setting values ​​corresponding to the type of panda doll.

[0326] In this example, five types of panda dolls can be displayed: a "copper panda doll" consisting of an image of a panda doll colored copper; a "silver panda doll" consisting of an image of a panda doll colored silver; a "gold panda doll" consisting of an image of a panda doll colored gold; a "lightning panda doll" consisting of an image of a panda doll colored with a lightning bolt pattern; and a "rainbow panda doll" consisting of an image of a panda doll colored rainbow colors.

[0327] The "copper panda doll" is an image suggesting that the current setting value is setting 2 or higher (setting 2 to setting 6), the "silver panda doll" is an image suggesting that the current setting value is setting 3 or higher (setting 3 to setting 6), the "gold panda doll" is an image suggesting that the current setting value is setting 4 or higher (setting 4 to setting 6), the "lightning bolt panda doll" is an image suggesting that the current setting value is setting 5 or higher (setting 5 or setting 6), and the "rainbow panda doll" is an image suggesting that the current setting value is setting 6. Note that in this example, there is no panda doll suggesting setting 1, but there may be a panda doll suggesting setting 1 (for example, a panda doll suggesting that the setting value is an odd number).

[0328] The custom detail settings PC2 on the panda doll custom setting screen PC is an item that allows you to set one of the custom patterns shown in Figure 16(d) for each range of the number of games from the start of play, and in this example, you can set the custom pattern to either "None," "Custom 1," "Custom 2," or "Custom 3."

[0329] The period for setting a custom pattern is not limited to the number of games played since the start of play, but may be, for example, the time period during which play is being performed (for example, morning, afternoon, night, immediately after the gaming facility opens, immediately before the gaming facility closes, a predetermined period (here, one hour) such as 9:00-10:59, 11:00-11:59, etc.), the range of the number of medals won since the start of play (for example, 1-200, 201-400, etc.), the range of the number of medals won during a certain period (for example, during AT play) (for example, 1-200, 201-400, etc.), etc.

[0330] FIG. 16(d) is a diagram showing an example of a custom pattern that can be set in the detailed custom setting PC2.

[0331] In this example, there are four types of custom patterns: "None," "Custom 1," "Custom 2," and "Custom 3." "None" is a specification that displays a panda doll with a probability specific to the model of the slot machine 100, and details will be described later using FIG. 20. "Custom 1" is a specification that displays a bronze panda doll with a 100% probability when the currently set value is set to ...

[0332] The display of the panda doll is effective only once within the range of game counts set in the custom detail settings PC2. For example, after the panda doll is displayed once within the range of game counts set in the 1G to 1000G game count, the custom pattern "None" is displayed within that range of game counts, i.e., the panda doll is displayed with a probability specific to the slot machine 100. The custom patterns have a priority order, with the priority decreasing in the order of "None" < "Custom 1" < "Custom 2" < "Custom 3." When it is time to display the panda doll after crossing multiple game count ranges (set intervals), the custom pattern with the highest priority within the multiple game count ranges (set intervals) is applied. After the panda doll is displayed once within the range of game counts set in the custom detail settings PC2, the panda doll may not be displayed within that range.

[0333] For example, if the timing for executing the first setting suggestion effect (e.g., panda doll setting suggestion display) does not come in a first interval (e.g., a range of game numbers (setting interval) 1G to 1000G), but comes in a second interval (e.g., a range of game numbers (setting interval) 1001G to 2000G) that is the interval following the first interval, then by making it possible to display the first setting suggestion display (panda doll setting suggestion display) according to the setting that is advantageous to the player between the settings of the first interval and the second interval, it is possible to reduce the player's dissatisfaction by prioritizing the display of information that is favorable to the player for unfortunate players who did not receive a setting suggestion display in the first interval.

[0334] In addition, the custom detail setting PC2 is configured to be able to store presets with custom patterns set for each range of game numbers (set intervals), and in the example shown in Figure 16(b), presets 1 to 4 are stored.

[0335] Preset 1 is a preset in which the custom pattern "None" is set for all game number ranges (set intervals), Preset 2 is a preset in which the custom pattern "Custom 1" is set for all game number ranges (set intervals), Preset 3 is a preset in which the custom pattern "Custom 2" is set for all game number ranges (set intervals), and Preset 4 is a preset in which the custom pattern "Custom 3" is set for all game number ranges (set intervals).

[0336] According to this example, in addition to eliminating the need to set a custom pattern for each range of game numbers (set interval), the custom pattern settings can be stored, thereby increasing convenience for gaming parlor staff.

[0337] The custom patterns for each preset can be changed as desired. For example, by using the directional pad to move the cursor to the "None" option, which corresponds to the 1G to 1000G game count range (set interval) for preset 1, and then pressing the OK button, the custom pattern can be changed as desired each time the OK button is pressed, such as "None" → "Custom 1" → "Custom 2" → "Custom 3" → "None" → "Custom 1" → ... After changing the custom patterns for presets 1 to 4 as desired in this way, by moving the cursor to the "Confirm" option located in the lower left corner of the panda doll custom setting screen PC and pressing the OK button, the changed custom patterns can be stored (updated) to presets 1 to 4.

[0338] The demo notification setting PC3 on the panda doll custom setting screen PC is an item that allows you to set whether to turn on or off the notification (hereinafter sometimes referred to as the "demo notification") that notifies you that the panda doll customization has been enabled by the customization enable setting PC1 while the demo performance is being executed, and is configured so that when the "enabled" item is selected, the demo notification is turned on, and when the "disabled" item is selected, the demo notification is turned off.

[0339] When the settings are changed, the custom settings set in the setting confirmation (panda doll custom enable / disable setting, custom pattern setting, demo notification enable / disable setting) are not cleared (initialized), but the number of games for the panda doll (the number of games used as the criterion for determining the number of games in the panda doll custom setting section), volume value, light intensity value, etc. are cleared (initialized). Also, when the power is turned off and on, the custom settings set in the setting confirmation (panda doll custom enable / disable setting, custom pattern setting, demo notification enable / disable setting) are not cleared (initialized), but the number of games for the panda doll (the number of games used as the criterion for determining the number of games in the panda doll custom setting section), volume value, light intensity value, etc. are cleared (initialized).

[0340] According to this example, the volume and light intensity values ​​that can be changed while the game is playable are reset to the default state each time the settings are changed, and by making the state uniform within the game arcade when it opens, it is possible to create a sense of uniformity in the presentation and enhance the presentation effect.

[0341] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 17. Note that Figure (a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0342] First, in step S301 in the figure (a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initialized, and the storage area in RAM 408 is initialized.

[0343] In step S303, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S305.

[0344] In step S305, the timer variable is assigned 0. In step S307, command processing is performed. In command processing, the CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300.

[0345] In step S309, a performance control process is performed. For example, if a new command is received in step S307, a process corresponding to this command is performed. This process includes, for example, reading performance data from ROM 406 and updating the performance data if the performance data needs to be updated.

[0346] In step S311, sound control processing is performed based on the processing result of step S309. For example, if the performance data read in step S309 includes a command to the sound source IC 418, this command is output to the sound source IC 418.

[0347] In step S313, lamp control processing is performed based on the processing result of step S309. For example, if the performance data read in step S309 includes commands for the various lamps 420, these commands are output to the drive circuit 422.

[0348] In step S315, an information output process is performed to set up the transmission of a control command to the second sub-control unit 500 based on the processing result of step S309. For example, if the performance data read in step S309 contains a control command to be transmitted to the second sub-control unit 500, the process performs a setting to output this control command, and then returns to step S303.

[0349] Next, using Figure 17(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.

[0350] Next, using Figure 17(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0351] In step S501, 1 is added to the value of the timer variable storage area of ​​RAM 408 described in step S303 in the first sub-control unit main processing shown in Figure 17(a) and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0352] In step S503, control commands are sent to the second sub-control unit 500 set in step S315, and the random number values ​​for performance are updated.

[0353] <Processing of the second sub-control unit 500> The processing of the second sub-control unit 500 will be explained using Figure 18. Figure 18(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 18(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 18(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 18(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0354] First, in step S701 of Fig. 18(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S601. In this initialization process, the input / output ports are initialized, and the storage area in the RAM 508 is initialized.

[0355] In step S603, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S605.

[0356] In step S605, 0 is assigned to the timer variable. In step S607, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.

[0357] In step S609, a performance control process is performed. For example, if a new command is received in step S607, a process corresponding to this command is performed. This process includes, for example, reading performance data from ROM 506 and updating the performance data if it needs to be updated.

[0358] In step S611, shutter control processing is performed based on the processing result of step S609. For example, if the performance data read out in step S609 includes a shutter control command, shutter control corresponding to this command is performed.

[0359] In step S613, image control processing is performed based on the processing result of step S609. For example, if the performance data read in step S609 contains an image control command, image control corresponding to this command is performed (details will be described later), and the process returns to step S603.

[0360] Next, using Figure 18(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.

[0361] Next, using Figure 18(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0362] In step S801, 1 is added to the value in the timer variable storage area of ​​RAM 508 described in step S603 in the second sub-control unit main processing shown in Figure 18(a), and the result is stored in the original timer variable storage area. Therefore, in step S603, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10). In step S803, processing such as updating the random number value for presentation is performed.

[0363] Next, the image control processing of step S613 in the main processing of the second sub-control unit 500 will be described with reference to FIG.

[0364] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 536), etc. in the attribute register of the VDP 534 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 536. The VDP 534 transfers the image data from ROM 506 to VRAM 536 based on the command set in the attribute register. Thereafter, the VDP 534 outputs a transfer end interrupt signal to the CPU 504.

[0365] In step S903, it is determined whether a transfer end interrupt signal has been input from the VDP 534. If a transfer end interrupt signal has been input, the process proceeds to step S905; if not, the process waits for the transfer end interrupt signal to be input. In step S905, parameters are set based on the performance scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 534 on information about the image data that constitutes the display image (such as the coordinate axes of the VRAM 536, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in display area A or B of the VRAM 536 based on the image data transferred to the VRAM 536 in step S901. The VDP 534 sets parameters in accordance with the attributes based on the command stored in the attribute register.

[0366] In step S907, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing an image. The VDP 534 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.

[0367] In step S909, it is determined whether a generation end interrupt signal has been input from VDP 534 based on the completion of image drawing, and if a generation end interrupt signal has been input, the process proceeds to step S911, otherwise the process waits for the generation end interrupt signal to be input. In step S911, a scene display counter, which is set in a predetermined area of ​​RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0368] <Panda doll suggestion display control processing> Next, the panda doll suggestive display control process executed in the performance control process (step S309) shown in Fig. 17(a) will be described with reference to Fig. 19. Fig. 19 is a flowchart showing the flow of the panda doll suggestive display control process.

[0369] In step S931 of the panda doll suggestion display control process, it is determined whether or not the panda doll customization is valid. If valid, the process proceeds to step S932, and if invalid, the process proceeds to step S940.

[0370] As explained using Figure 16(b), it is possible to set whether panda doll customization is enabled or disabled using the customization enable setting PC1 on the panda doll customization setting screen PC; selecting the "enabled" item enables panda doll customization, and selecting the "disabled" item disables panda doll customization.

[0371] In step S932, the count value (number of games for the panda doll) indicating the number of games (G) is referenced to determine whether the current number of games is the start G of the set interval, and if so, proceed to step S933; if not, proceed to step S934 without executing the processing of step S933.

[0372] 16(c), a custom pattern can be set for each range of game counts (set interval) using the custom detail settings PC2 of the panda doll custom setting screen PC, and in step S932, it is determined whether the current game is the start game (G) (e.g., 1G, 1001G, 2001G, ...) of the range of game counts (set interval) set in the custom detail settings PC2, and if so, the process proceeds to step S933. In step S933, the display flag stored in RAM 408 is cleared, and then the process proceeds to step S934.

[0373] In step S934, it is determined whether the current game is the timing to display the panda doll, and if so, the process proceeds to step S935, and if not, the process proceeds to step S939. Note that the conditions for determining that the current game is the timing to display the panda doll in step S934 include, for example, when the current game is the final game of the AT game or when the current game is the final game of the bonus (in this example, it is a predetermined timing after all reels have stopped in the final game of the AT game).

[0374] In step S935, it is determined whether or not there is a custom setting, and if there is a custom setting, the process proceeds to step S936, and if there is no custom setting, the process proceeds to step S941. Note that the condition for determining that there is a custom setting in step S935 is that the custom pattern corresponding to the range of game numbers (set interval) to which the current number of games belongs in the custom detail setting PC2 of the panda doll custom setting screen PC is set to something other than "none" (in this example, any of custom 1 to 3), and the condition for determining that there is no custom setting is that the custom pattern corresponding to the range of game numbers (set interval) to which the current number of games belongs is set to "none."

[0375] Therefore, for example, when preset 1 is set in the custom detail setting PC2 of the panda doll custom setting screen PC, "none" is set for all game number ranges (setting intervals), so it is determined that there is no custom setting, regardless of the game number range (setting interval) to which the current game number belongs. Also, when any of presets 2 to 4 is set, "custom 1 to 3" is set for all game number ranges (setting intervals), so it is determined that there is a custom setting, regardless of the game number range (setting interval) to which the current game number belongs.

[0376] In step S936, it is determined whether the display flag is set or not, and if the display flag is set (in this example, if the panda doll suggestion display has already been performed within the current game number range (set section)), the process proceeds to step S941, and if the display flag is not set, the process proceeds to step S937.

[0377] In step S937, in the custom detail settings PC2 of the panda doll custom setting screen PC, the custom pattern (custom setting) corresponding to the range of game numbers (set interval) to which the current game number belongs is referenced, and the panda doll type corresponding to that custom pattern is determined.

[0378] In this example, as explained using Figure 16(c), if the custom pattern is set to "Custom 1", and the currently set value is set to Setting 2 or higher, there is a 100% probability that a copper panda doll will be displayed, so in step S937, the panda doll type is determined to be a copper panda doll.

[0379] Furthermore, if the custom pattern is set to "Custom 2," one of the panda dolls that can be displayed with the currently set setting value is drawn at equal probability and displayed. For example, if the currently set setting value is setting 4, a bronze panda doll suggesting setting 2 or higher, a silver panda doll suggesting setting 3 or higher, and a gold panda doll suggesting setting 4 or higher are drawn at equal probability (1 / 3 probability), and in step S937, the panda doll type is determined to be the panda doll that wins the lottery.

[0380] Furthermore, when the custom pattern is set to "Custom 3," the panda doll that suggests the highest setting value that can be displayed with the currently set setting value is displayed with a 100% probability. For example, if the currently set setting value is setting 4, in step S937, the panda doll type is determined to be a gold panda doll that suggests setting 4 or higher, and if the currently set setting value is setting 6, in step S937, the panda doll type is determined to be a rainbow panda doll that suggests setting 6 or higher.

[0381] In step S938, the display completion flag is set, and in the next step S939, a setting suggestion display using a panda doll is set according to the panda doll type determined in step S937, and a control command instructing the panda doll suggestion display is sent to the second sub-control unit 500. As a result, a process is executed in which the panda doll suggestion display is displayed in the display area of ​​the liquid crystal display device 157.

[0382] In step S940, which is reached when the panda doll custom setting is invalid, it is determined whether the current game is the timing to display the panda doll, and if so, the process proceeds to step S941, and if not, the panda doll suggestive display control process is terminated. Note that the conditions for determining that the current game is the timing to display the panda doll in step S940 include, for example, when the current game is the final game of AT play or when the current game is the final game of bonus play.

[0383] In step S941, one panda doll setting suggestion display lottery table is selected from the multiple ``panda doll setting suggestion display lottery tables'' shown in Figures 20(a) to (d) based on the range of game numbers (setting interval) to which the current game number belongs, and in the next step S942, the lottery table selected in step S941 is referenced, and the panda doll type is determined based on the currently set setting values ​​and lottery values, after which the panda doll suggestion display control process is terminated.

[0384] <Panda doll setting suggestion lottery table> Next, a setting suggestion lottery table using a panda doll will be described with reference to Figures 20(a) to (d). Figures 20(a) to (d) are diagrams showing an example of a setting suggestion lottery table using a panda doll.

[0385] As explained using Figure 19, when the panda doll custom setting is disabled or after the panda doll is displayed within the range of game numbers to which the current game number belongs, one panda doll setting suggestion display lottery table is selected from the multiple ``panda doll setting suggestion display lottery tables'' shown in Figures 20(a) to (d) based on the range of game numbers to which the current game number belongs (setting interval), and the selected lottery table is referenced to determine the panda doll type based on the currently set setting values ​​and lottery values.

[0386] The panda doll setting suggestion lottery tables shown in Figures 20(a) to (d) are all configured to determine by lottery the panda doll type that corresponds to the panda doll that can be displayed with the currently set setting value from among multiple panda doll types, but the probability of winning the lottery is made different except when the currently set setting value is setting 1.

[0387] For example, when the range of the number of games to which the current number of games belongs (set interval) is 0 to 5000 games, the lottery table shown in Figure 20(a) is referenced, and if the currently set value is setting 2, the panda doll type is determined to be none with a probability of 97.0%, and the panda doll type is determined to be bronze panda doll with a probability of 3.0%. Also, when the range of the number of games to which the current number of games belongs (set interval) is 5001 to 6000 games, the lottery table shown in Figure 20(b) is referenced, and if the currently set value is setting 2, the panda doll type is determined to be none with a probability of 94.0%, and the panda doll type is determined to be bronze panda doll with a probability of 6.0%.

[0388] Furthermore, when the range of the number of games to which the current number of games belongs (setting interval) is 6001 to 7000 games, the lottery table shown in FIG. 20(c) is referenced, and if the currently set setting value is setting 2, the panda doll type is determined to be none with a probability of 94.0%, and the panda doll type is determined to be copper panda with a probability of 6.0%. Furthermore, when the range of the number of games to which the current number of games belongs (setting interval) is 7001 or more, the lottery table shown in FIG. 20(d) is referenced, and if the currently set setting value is setting 2, the panda doll type is determined to be none with a probability of 86.1%, and the panda doll type is determined to be copper panda with a probability of 13.9%. In other words, the panda doll setting suggestion lottery table of this example is configured so that the larger the number of games, the higher the probability (or at least the same) that the panda doll type corresponding to the panda doll suggesting the top setting value that can be displayed with the currently set setting value will be selected.

[0389] According to this example, if the current number of games is close to the next range (set interval) of game numbers of the range (set interval) of game numbers to which the current number of games belongs (for example, if the current game is 4990G and is just before the next range (set interval) of game numbers of 5001 to 6000 games), the player can enjoy the game by extending it until the next range (set interval) of game numbers (continuing to play as much as possible), which not only increases the player's interest but also increases the operating rate of the gaming machine.

[0390] In this example, the lottery table to be referenced is different depending on the range of the number of games (set interval), but the lottery table to be referenced may also be different depending on the time of day the game is being played (morning, afternoon, evening, immediately after the gaming facility opens, just before the gaming facility closes, etc.).

[0391] <Setting suggestion lottery table for setting suggestion display different from panda doll suggestion display> Next, a setting suggestion lottery table for a setting suggestion display different from the panda doll suggestion display will be described with reference to FIGS. 21(a) and 21(b).

[0392] In the example explained using Figures 19 and 20, an example of setting suggestion display using a panda doll suggestion display was shown, but the setting suggestion display suggesting the setting value is not limited to setting suggestion display using a panda doll, and for example, in addition to (or instead of) the setting suggestion display using a panda doll, a setting suggestion display using a number-breakthrough display may be displayed, or a setting suggestion display using an AT end image may be displayed.

[0393] <Setting suggestion lottery table / Setting suggestion lottery table by number of pieces exceeded> FIG. 21(a) is a diagram showing an example of a setting suggestion lottery table based on the number of coins exceeded display.

[0394] In this example, when the number of medals acquired during a certain period (for example, during AT play) reaches a specific number, a setting suggestion display can be displayed by displaying that the number has been exceeded.

[0395] For example, when the number of medals acquired during a certain period (during AT play) reaches 256, the lottery data for the 256 medal breakthrough display in the setting suggestion lottery table by medal breakthrough display shown in Fig. 21(a) is referenced, and the medal breakthrough display (for example, the display of the string "256 medal breakthrough!") is displayed as a setting suggestion display with a probability of 2.5% if the currently set setting value is setting 2, with a probability of 2.5% if the currently set setting value is setting 5, and with a probability of 2.5% if the currently set setting value is setting 6. By displaying this 256 medal breakthrough display in the display area of ​​the liquid crystal display device 157, the player can know that the currently set setting value is setting 2, setting 5, or setting 6, which can increase the player's interest.

[0396] Furthermore, when the number of medals acquired during a certain period (during AT play) reaches 456, the lottery data for the 456 medal breakthrough display in the setting suggestion lottery table by medal breakthrough display shown in Fig. 21(a) is referenced, and a medal breakthrough display (for example, a display of the string "456 medals broken!") is displayed as a setting suggestion display with a probability of 1.0% if the currently set setting value is setting 4, with a probability of 1.2% if the currently set setting value is setting 5, and with a probability of 1.6% if the currently set setting value is setting 6. By displaying this 456 medal breakthrough display in the display area of ​​the liquid crystal display device 157, the player can know that the currently set setting value is one of settings 4 to 6, which can increase the player's interest.

[0397] Furthermore, when the number of medals acquired during a certain period (during AT play) reaches 555, the lottery data for the 555 medal breakthrough display in the setting suggestion lottery table by medal breakthrough display shown in Fig. 21(a) is referenced, and if the currently set value is setting 5, a medal breakthrough display (for example, a display of the string "555 medal breakthrough!") is displayed as a setting suggestion display with a probability of 1.0%. By displaying this 555 medal breakthrough display in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set value is setting 5, which can increase the player's interest.

[0398] Furthermore, when the number of medals acquired during a certain period (during AT play) reaches 666, the lottery data for the 666 medal breakthrough display in the setting suggestion lottery table by medal breakthrough display shown in Fig. 21(a) is referenced, and if the currently set value is setting 6, a medal breakthrough display (for example, a display of the string "666 medal breakthrough!") is displayed as a setting suggestion display with a probability of 1.0%. By displaying this 666 medal breakthrough display in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set value is setting 6, which can increase the player's interest.

[0399] The probability that the rainbow panda doll will be selected in a lottery using the setting suggestion lottery table using the panda doll shown in Figure 20(a) (the range of game numbers (setting interval) is 0 to 5000 games) is 0.2%, while the probability that the rainbow panda doll will be selected in a lottery using the setting suggestion lottery table using the number breakthrough display shown in Figure 21(a) is 1.0%, so the probability that the rainbow panda doll will be selected is higher when the setting suggestion display is using the number breakthrough display than when the setting suggestion display is using the panda doll.

[0400] This is because the setting suggestion display by the panda doll always appears when the game transitions to AT (for example, when AT play ends), whereas the setting suggestion display by the number of medals exceeded display must reach a specific number, and the display timing does not always appear.In this example, the display probability (execution frequency) of the setting suggestion display by the number of medals exceeded display, which appears relatively less frequently, is increased.

[0401] <Setting suggestion lottery table / Setting suggestion lottery table by AT end image> FIG. 21(b) is a diagram showing an example of a setting suggestion lottery table based on an AT end image.

[0402] In this example, when the time comes to display an end display (for example, an AT end image (background image)) suggesting that a certain game state (for example, AT game) is coming to an end, a setting suggestion display based on the end display can be displayed.

[0403] For example, when the time arrives for the AT end image to be displayed, indicating that the AT game is ending, and AT end image A is to be displayed as the AT end image, the lottery data for end image A in the setting suggestion lottery table based on the AT end image shown in Figure 21(b) is referenced, and an end image A that does not suggest the currently set setting value is displayed with a probability specified for each currently set setting value.

[0404] Furthermore, when displaying the AT end image B as the AT end image, the lottery data for the end image B in the setting suggestion lottery table by the AT end image shown in Fig. 21(b) is referenced, and the end image B is displayed as a setting suggestion display with a higher probability when the currently set setting value is an even number (setting 2, setting 4, setting 6) than when it is an odd number (setting 1, setting 3, setting 5). By displaying this end image B in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set setting value is an even number, which can increase the player's interest.

[0405] Furthermore, when the AT end image C is displayed as the AT end image, the lottery data for the end image C in the setting suggestion lottery table by the AT end image shown in Fig. 21(b) is referenced, and the end image C is displayed as a setting suggestion display with a higher probability when the currently set setting value is an odd number (setting 1, setting 3, setting 5) than when it is an even number (setting 2, setting 4, setting 6). By displaying this end image C in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set setting value is an odd number, which can increase the player's interest.

[0406] In addition, when displaying the AT end image D as the AT end image, the lottery data for the end image D in the setting suggestion lottery table by AT end image shown in Figure 21 (b) is referenced, and the end image D is displayed as a setting suggestion display with a probability (low probability) specified for each currently set setting value.

[0407] In addition, when the AT end image E is displayed as the AT end image, the lottery data for the end image E in the setting suggestion lottery table by the AT end image shown in Fig. 21(b) is referenced, and the end image E is displayed as a setting suggestion display with a higher probability for a high setting value (setting 3 or higher) than for the currently set low setting value (setting 1 to setting 2). By displaying this end image E in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set setting value is a high setting, which can increase the player's interest.

[0408] In addition, when the AT end image F is displayed as the AT end image, the lottery data for the end image F in the setting suggestion lottery table by the AT end image shown in Fig. 21(b) is referenced, and if the currently set value is set to 4 or more, the end image F is displayed as a setting suggestion display with a probability specified for each currently set value. By displaying this end image F in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set value is set to 4 or more, which can increase the player's interest.

[0409] Furthermore, when the AT end image G is displayed as the AT end image, the lottery data for the end image G in the setting suggestion lottery table by the AT end image shown in Fig. 21(b) is referenced, and when the currently set value is set to 6, the end image G is displayed as a setting suggestion display with a probability of 3.2%. By displaying this end image G in the display area of ​​the liquid crystal display device 157, the player can understand that the currently set value is set to 6, which can increase the player's interest.

[0410] In this example, the probability of a setting suggestion display using an AT end image being displayed is higher than that of a setting suggestion display using a panda doll, but the system is configured so that there are many types of ambiguous setting suggestion displays and fewer suggestions that definitively indicate the setting value.

[0411] Furthermore, the type (in this example, panda doll type) of the first setting suggestion display (in this example, setting suggestion display by a panda doll) does not include the type that is displayed when the setting is set to the most unfavorable setting value (setting 1) for the player, and the types (in this example, number breakthrough display type, AT end image type) of the second setting suggestion display (in this example, setting suggestion display by number breakthrough display, setting suggestion display by AT end image) include the types that are displayed when the setting is set to the most unfavorable setting value (setting 1) for the player, so the first setting suggestion display (setting suggestion display by a panda doll) will show better information, making it easier for gaming establishments to make adjustments and allowing gaming establishments to provide gaming machines that are easy to use.

[0412] In addition, since the setting suggestion display based on the number of coins exceeded and the setting suggestion display based on the AT end image cannot be customized, it is possible to increase the variety of setting suggestion displays, thereby increasing the interest in the game.

[0413] <Example of custom panda doll production> Next, examples of effects for panda doll customization will be described. Note that all of the following examples 1 to 3 are examples of effects when panda doll customization is enabled.

[0414] In addition, the number of games shown as "Number of games for panda doll" in the drawings of each example of effect is the number of games that serves as the criterion for determining the number of games in the setting section of the panda doll customization in the panda doll suggestion display control process explained using Fig. 19. On the other hand, the number displayed in the upper left corner of the display area of ​​the liquid crystal display device 157 is the cumulative number of games that is the cumulative sum of the number of games played since the start of play, and is the number of games that serves as the criterion for determining the ceiling number of games, which will be described later.

[0415] The difference between the number of games for the panda doll is that even if a penalty operation is performed in a certain game, the certain game is counted as the number of games, whereas the cumulative number of games is that if a penalty operation is performed in a certain game, the certain game is not counted as the number of games.

[0416] In this example, in the normal state, stop operations (pushing in order or sandwiching in order) with the first stop operation to the left are recommended, and in a game in which an internal win is made on the push order bell in the normal state (non-AT state) of the advantageous zone, if a stop operation other than the first stop operation to the left (specifically, the first stop operation to the right during the first stop operation) is performed, a penalty will be imposed, and the stop operation for which this penalty is imposed is the penalty operation.

[0417] Here, the penalty is specifically a penalty related to the transition from the normal state to the AT state, and in this example, (1) a lottery is not held to determine whether or not to transition from the normal state to the AT state in the game. Note that even if a lottery is held, the penalty may be that the player is not selected to transition to the AT state. Also, (2) the cumulative number of games in the normal state, which counts the number of games up to the ceiling number of games, is not updated (not added).

[0418] In this example, the penalties (1) and (2) are used, but are not limited thereto. Other penalties related to the transition from the normal state to the AT state may be used. For example, a penalty may be imposed by not drawing a stock lottery based on an internal winning role during a premonition in which the AT has already been determined (i.e., during the main premonition), or by not drawing an AT upgrade lottery to transition to a better AT based on an internal winning role during the main premonition. While a penalty related to the transition to the AT state is used, a penalty related to the transition to the CZ may also be used. In this way, a penalty may be imposed by pressing irregular buttons, resulting in some unfavorable processing that would not be performed if the recommended button was pressed, or by not performing a processing that would be performed if the recommended button was pressed (processing that does not follow the processing route that should be performed).

[0419] <Panda doll customization example 1> FIG. 22 is a diagram showing a time series of a first example of a custom panda doll performance.

[0420] Presentation example 1 is an example of presentation when the currently set setting value is setting 6, the custom pattern corresponding to the panda doll custom game number range (setting range) 1001G to 2000G is set to custom 2, and the demo notification is set to enabled (on).

[0421] <Panda doll custom production example 1 / demo production> The state shown in Figure 22(a) is the state in which the demo effect has started. In this state, the conditions for starting the demo effect have been met (in this example, no game has been played for a predetermined time (e.g., 30 seconds) in the playable state), so the playable state transitions to the demo state, and the demo effect is started by displaying an image corresponding to the demo effect (in this example, an image including the word "demo" indicating that the state is in the demo state) in the display area of ​​the liquid crystal display device 157. Note that, since no game is being played during the demo effect, the number of games played for the panda doll and the cumulative number of games are 0G.

[0422] <Example 1 of custom panda doll performance / Demo notification during performance> 22(b) is a state in which a demo notification has started during a demo effect. In this state, when the demo notification setting PC3 shown in FIG. 16(b) has been set to enable (ON), the demo notification start condition is met (in this example, a predetermined time (e.g., 10 seconds) has elapsed since the demo effect started), so the demo effect is displayed in the display area of ​​the liquid crystal display device 157, and a demo notification indicating that panda doll customization is enabled (in this example, an image including the string "Panda doll customization customization in progress") is displayed on a layer in front of this demo effect.

[0423] This demo notification ends when the demo effect termination condition is met (for example, when an operation to display a menu screen (menu operation) is performed using the cross button or OK button of the UI button 134, or when a bet operation is performed, etc.). Note that the condition for starting the demo notification is not limited to the lapse of a predetermined time since the start of the demo effect, and the demo notification may start simultaneously with the demo effect.

[0424] <Panda doll customization example 1 / menu screen> 22(c) shows a state in which the menu screen is displayed. In this state, the menu screen is displayed because an operation to display the menu screen (menu operation) was performed using the cross button or OK button of the UI button 134 during the demo performance.

[0425] The display format of the menu screen is not particularly limited, but in this example, it has items such as "Character Select" for selecting a character to appear in the performance, "Volume / Light Adjustment" for changing the volume and light intensity, and "Login" for logging into the gaming system, and items can be selected and confirmed using the cross button and OK button of the UI button 134.

[0426] 22(d) shows the state in which the "Login" option is selected on the menu screen shown in FIG. 22(c) and the login screen is displayed. In this state, the player has logged into the gaming system by entering their ID and password on the login screen, and the panda doll customization is now in progress.

[0427] <Example of custom panda doll effect 1 / Transition to normal game mode> The state shown in the next Figure 22(e) is the state where the game has transitioned to the normal game state, and the next Figure 22(f) is the state where the first game is being played since the start of the game.

[0428] The number displayed in the upper left corner of the display area of ​​the liquid crystal display device 157 indicates the cumulative number of games played, which is the cumulative total of the number of games played since the start of play.In the state shown in Figure 22(f), since 1 G has been played since the start of play, both the cumulative number of games and the number of games for the panda doll have been updated to 1 G.

[0429] <Panda doll customization example 1 / Normal gameplay (801G consumed from the start of play)> 22(g) shows the state where 801G has been played since the start of the game and the AT game has been won. In this state, since 801G has been played since the start of the game, both the cumulative number of games and the number of games for the panda doll have been updated to 801G.

[0430] Also, in this state, since the player has won the AT game, an AT winning effect is displayed to notify the player that the player has won the AT game (in this example, a moving image is displayed in which the Lord's character wins against Character X in a showdown effect), and since the player is logged in, the conditions for collecting missions that can be collected in a logged in state have been met, so a mission clear display is displayed (in this example, the text "M: Won against Character X in a showdown effect" is displayed), and the player transitions to the AT preparation state.

[0431] <Example of Panda Doll Customization 1 / AT preparation state, push order guessing effect> The next state shown in Figure 22(h) is the state where the AT preparation state has been entered and the push order prediction effect is being executed in the game. In this state, since 802G has been consumed since the start of the game, the cumulative number of games and the number of games for the panda doll have been updated to 802G.

[0432] Also, in this state, since the AT game was won in the previous game, the state transitions to the AT preparation state and the push order guessing effect is executed. Here, the push order guessing effect is an effect (game) that is executed when a predetermined minor role (for example, a bell or a replay) is won in the AT preparation state, and if the stop operation is performed in the correct push order in the push order guessing effect, the push order guessing effect is successful and the AT starts, but if the stop operation is performed in the incorrect push order, the push order guessing effect fails and the AT preparation state is maintained without starting the AT.

[0433] The presentation format of the push order guessing presentation is not particularly limited, but in this example, an "X" is displayed on the left side of the display area of ​​the liquid crystal display device 157, and "?" is displayed in the center and right side of the display area of ​​the liquid crystal display device 157, swinging back and forth, thereby suggesting that an LCR operation or an LRC operation in which the first stop operation is on the left is not recommended (these are incorrect push orders), and that an RCL operation or an RLC operation in which the first stop operation is on the right, or a CLR operation or a CRL operation in which the first stop operation is in the middle is recommended (these are correct push orders).

[0434] Although not shown in the illustration, in this example, in the push order guessing performance, the first stop operation was an RCL or RLC operation on the right, or a CLR or CRL operation on the middle, so the push order guessing performance was successful and the state transitioned from AT preparation to AT play.

[0435] <Panda doll custom production example 1 / AT game state (AT remaining 10G)> The state shown in Figure 22(i) is the state where 197G has passed since the start of AT play, and 999G has been consumed since the start of play.

[0436] In this state, 197G has passed since the start of the AT game, and 999G has been consumed since the start of the game, so the cumulative number of games and the number of games for the panda doll have been updated to 999G. Also, the number displayed in the upper left corner of the display area of ​​the liquid crystal display device 157 indicates the number of games remaining in the AT game, and in this state, the number of games remaining in the AT game has been updated to 10G.

[0437] <Panda doll custom production example 1 / AT game state (AT remaining 9G)> The state shown in FIG. 22(j) is the state after 1000G has been consumed since the start of the game.

[0438] In this state, since 1000G has been consumed since the start of play, the total number of games and the number of games for the panda doll are updated to 1000G, and the number of games remaining for AT play is updated to 9G. Also, in this state, a push order navigation indicating the order in which to press stop buttons 137 to 139 (in this example, the character string "231" is displayed, suggesting the push order is right → left → center) is displayed.

[0439] Furthermore, in this state, since 1000G has been consumed while logged in (since the mission collection conditions have been met), a mission clear display (in this example, the display of the text "M: 1000G played") is executed. If the player logs in after powering on and before starting play, this mission clear display also functions as an announcement of the start game of the range of game numbers (set interval) for the panda doll custom.

[0440] Although not shown in the figure, some missions in the logged-in state require the conditions to be met by playing 2000G, or 3000G, and require the conditions to be met in the game immediately before the start game of the Panda Doll Custom game number range (set interval).

[0441] In addition, in this example, after the power is turned on and the system transitions to a demo state with no game being played, the player logs in to the gaming system and starts playing, and since the game has progressed without any penalties being imposed since the start of the game, the number of games played since the start of the game is 1000G, and in the state shown in Figure 22(j), the cumulative number of games and the number of games played for the panda doll both match at 1000G.

[0442] <Panda doll custom production example 1 / AT game state (AT remaining 0G)> The state shown in FIG. 22(k) is the state in which the final game of the AT game is being executed.

[0443] In this state, since 1009G has been consumed since the start of play, the total number of games and the number of games for the panda doll are updated to 1009G, and the number of games remaining in the AT game is updated to 0G. Also, in this state, a push order guide indicating the order in which to press stop buttons 137 to 139 (in this example, the character string "132" is displayed, suggesting that the push order is left → right → center) is displayed.

[0444] Furthermore, in this state, since the final game of the AT game is being played, an AT end image (in this example, an image including the string "Last") is displayed to notify that this is the final game of the AT game.

[0445] The state shown in the next Figure 22(l) is a state in which, in the final game of the AT game, the result of the AT game is displayed and a panda doll setting suggestion corresponding to the number of games for the panda doll, 1020G, is displayed.

[0446] In this example, the results of AT play are displayed by displaying the string "Result," the number of medals won in AT play (in this example, the string "Got: 1230 medals"), and the number of games played in AT play (in this example, the string "Number of games: 206 games")

[0447] Also, in this example, the custom pattern corresponding to the panda doll custom game number range (setting range) of 1001G to 2000G is set to Custom 2, so one of the panda dolls that can be displayed with the currently set setting value (setting 6 in this example) is drawn at equal probability and displayed.

[0448] Specifically, since the currently set setting value is setting 6, the following dolls are drawn at equal probability (1 / 5 probability): a copper panda doll suggesting setting 2 or higher, a silver panda doll suggesting setting 3 or higher, a gold panda doll suggesting setting 4 or higher, a lightning bolt patterned panda doll suggesting setting 5 or higher, and a rainbow panda doll suggesting setting 6 or higher. As a result, the gold panda doll is selected, and the gold panda doll GD is displayed in the display area of ​​the liquid crystal display device 157 as a panda doll setting suggestion display.

[0449] <Panda doll customization example 2> FIG. 23 is a diagram showing a chronological order of a second example of a custom panda doll performance.

[0450] Presentation example 2 is an example of a presentation where the currently set setting value is setting 6, the custom pattern corresponding to the range of game numbers (setting interval) of 1G to 1000G for the Panda Doll Custom is set to Custom 3, the custom pattern corresponding to the range of game numbers (setting interval) of 1001G to 2000G for the Panda Doll Custom is set to Custom 1, and the timing to display the Panda Doll setting suggestion display for the first time comes on the 1020th G.

[0451] <Panda doll customization example 2 / Normal gameplay (99G consumed from the start of play)> The state shown in Figure 23(a) is after 99G has elapsed since the start of the game, and the state shown in Figure 23(b) is after a penalty operation has been performed in that game. In the state shown in Figure 23(a), since 99G has elapsed since the start of the game before the game in question, both the cumulative number of games and the number of games for the panda doll have been updated to 99G.

[0452] In the state shown in FIG. 10(b), a penalty operation (the first stop operation is the operation of the center stop button 138 or the right stop button 139) has been performed in a game where left push is recommended.

[0453] As described above, the number of games played for the panda doll is counted as the number of games played even if a penalty operation is performed in a certain game, whereas the cumulative number of games played is configured such that a certain game is not counted as the number of games played if a penalty operation is performed in that game. Therefore, in that game, the number of games played for the panda doll is updated from 99G to 100G, while the cumulative number of games is maintained at 99G without being updated from 99G to 100G.

[0454] <Panda doll customization example 2 / Normal gameplay (1G consumed since the previous game)> The state shown in the next Figure 23(c) is the state where 1G has been consumed since the previous game shown in Figure 23(b).

[0455] In this state, since 1G has been consumed since the last time the game was played, the number of games for the panda doll has been updated from 100G to 101G, and the cumulative number of games has been updated from 99G to 100G.

[0456] <Panda doll customization example 2 / Normal gameplay (832G consumed from the start of play)> 23(d) shows a state where 832G of play has been played since the start of play and the player has won the AT game. In this state, since 832G of play has been played since the start of play, the number of panda doll games has been updated from 831G to 832G, while since one penalty has been played since the start of play, the cumulative number of games has been updated from 830G to 831G.

[0457] Also, in this state, since the player has won the AT game, an AT winning effect is executed to notify the player that the player has won the AT game (in this example, a moving image is displayed in which the Lord's character wins against Character X in the showdown effect).

[0458] <Panda doll custom performance example 2 / AT preparation state, push order guessing performance> The next state shown in Figure 23(e) is the state where the AT preparation state has been entered and the push order prediction effect is being executed in the game. In this state, since 833G has been consumed since the start of the game, the number of games for the panda doll is updated to 833G, while since there has been one penalty since the start of the game, the cumulative number of games is updated to 832G.

[0459] Also, in this state, since the AT game was won in the previous game, the state transitions to the AT preparation state, and a push order guess effect is executed. The presentation mode of the push order guess effect is not particularly limited, but in this example, an "x" is displayed on the left side of the display area of ​​the liquid crystal display device 157, and an effect is executed in which "?" displays are swung left and right in the center and right sides of the display area of ​​the liquid crystal display device 157, thereby suggesting that an LCR operation or an LRC operation in which the first stop operation is to the left is not recommended, and that an RCL operation or an RLC operation in which the first stop operation is to the right, or a CLR operation or a CRL operation in which the first stop operation is to the middle, is recommended.

[0460] The state shown in the following Figure 23(f) is a state in which a stop operation (an LCR operation or an LRC operation in which the first stop operation is on the left) is performed with an incorrect press order during the execution of the press order guessing performance.

[0461] In this state, an incorrect button press sequence was used to perform the stop operation (an LCR operation or an LRC operation where the first stop operation is on the left) during the button press sequence guessing performance, so the button press sequence guessing performance failed and the AT preparation state continued.

[0462] The number of games played for the panda doll is counted even if an incorrect operation is performed in the push order guessing effect of a certain game, whereas the cumulative number of games played is configured so that if an incorrect push order is performed in the push order guessing effect of a certain game, the certain game is not counted as the number of games played. Therefore, in this game, the number of games played for the panda doll is updated from 833G to 834G, while the cumulative number of games is maintained at 832G without being updated from 832G to 833G.

[0463] <Example 2 of Panda Doll Custom / AT preparation state, push order guessing effect (2nd time)> The next state shown in Figure 23(g) is a state in which the AT preparation state continues and the second push order guessing effect is being executed in the game.

[0464] In this state, since the button press guessing effect failed in the previous game, the button press guessing effect is executed for the second time in the same presentation format as the previous button press guessing effect.

[0465] The state shown in the next figure (h) is a state in which an RCL operation or an RLC operation in which the first stop operation is to the right is performed during the execution of the push order guessing performance.

[0466] In this state, since the correct stop operation (RCL operation or RLC operation with the first stop operation being to the right) was performed in the push order guessing performance, the push order guessing performance was successful, the game transitioned to AT play, and an AT transition performance was executed (in this example, the string "Ready" was displayed) indicating that the game had transitioned to AT play.

[0467] In addition, in this game, because the correct operation was performed in the button press guessing performance, the number of games for the panda doll was updated from 834G to 835G, while the total number of games was updated from 832G to 833G.

[0468] <Panda Doll Custom Production Example 2 / AT Game Play (AT Remaining 0G)> The state shown in the following Figure 23(i) is a state in which the final game of the AT game is being executed.

[0469] In this state, since it is the final game of the AT game, the number of remaining games of the AT game is updated from 1G to 0G. Also, in this state, a push order navigation indicating the order in which to press the stop buttons 137 to 139 (in this example, the character string "231" is displayed, indicating that the push order is right → left → center) is displayed.

[0470] Furthermore, in this state, since this is the final game of the AT game, an AT end image (in this example, an image including the string "Last") is displayed to notify that this is the final game of the AT game.

[0471] The state shown in the next Figure 23(j) is a state in which, in the final game of the AT game, the result of the AT game is displayed and a panda doll setting suggestion display corresponding to the number of games for the panda doll, 1020G, is displayed.

[0472] In this example, the results of AT play are displayed by displaying the string "Result," the number of medals won in AT play (in this example, the string "Got: 1120 medals"), and the number of games played in AT play (in this example, the string "Number of games: 185 games")

[0473] Also, in this example, the custom pattern corresponding to the range (setting interval) of the number of games for the panda doll customization from 1G to 1000G is set to Custom 3, and the custom pattern corresponding to the range (setting interval) of the number of games for the panda doll customization from 1001G to 2000G is set to Custom 1, so a panda doll suggesting the highest setting value that can be displayed with the currently set setting values ​​according to Custom 3, which has the higher priority, will be displayed with a 100% probability.

[0474] Specifically, since the currently set setting value is setting 6, the display area of ​​the liquid crystal display device 157 displays a rainbow panda doll RD as a panda doll setting suggestion display, which suggests a setting of 6 or higher.

[0475] <Panda Doll Customization Example 2 / Bet Operation> The state shown in FIG. 23(k) is a state in which a bet operation is performed while the rainbow panda doll RD is being displayed in the final game of the AT game.

[0476] In this state, the MAX BET button 132 is operated (a certain operation) while the rainbow panda doll RD is being displayed, and therefore the display of the rainbow panda doll RD is terminated (erased).

[0477] In other words, in this example, when a certain suggestion display (in this example, the rainbow panda doll RD) is displayed, if a certain operation (in this example, operation of the MAX bet button 132) is performed that is not at least an operation to start the next game, it is possible to end the display of the certain setting suggestion display (the rainbow panda doll RD).

[0478] According to this example, when the setting suggestion display is displayed, if a player temporarily leaves his seat or stops playing, the game can be continued without the setting information being seen by other players.

[0479] It should be noted that the "certain operation which is not at least an operation to start the next game" according to the present invention is not limited to the operation of the MAX BET button 132 (a 3-coin bet operation), but may also be the operation of the BET button 130 (a 1-coin bet operation), the operation of the BET button 131 (a 2-coin bet operation), the operation of the cross button or OK button of the UI button 134 (for example, an operation to display a menu screen), the operation of the COUNTING button 1171 (a counting operation), the operation of turning the power ON / OFF (an operation to turn the power ON, an operation to turn the power OFF), the ON / OFF operation of the RESET SW (a reset operation), etc., but it is preferable that it be an "operation which can be performed by the player."

[0480] Furthermore, "ending the display of a certain setting suggestion display" is not limited to erasing the certain setting suggestion display, but may, for example, make the certain setting suggestion display invisible by overlapping another image on a layer in front of the certain setting suggestion display, or may make the original certain setting suggestion display unidentifiable by processing the image of the certain setting suggestion display.

[0481] <Panda doll customization example 2 / Payment procedure> The state shown in the next Figure 23(l) is the state in which the settlement operation has been performed in the final game of the AT game.

[0482] In this state, when the settlement button 147 is operated (settlement operation), the medal settlement process is performed, and both the bet medals (e.g., 3 medals) and the stored medals (e.g., 47 medals) are settled, and a predetermined number of medals (e.g., 50 medals) are discharged from the medal payout outlet 155.

[0483] In other words, in this example, a certain event (in this example, a bet of medals) that has changed as a result of a certain operation (in this example, operation of the MAX BET button 132) being performed can be restored to the state before the certain operation was performed (in this example, a non-bet state in which no medals have been bet).

[0484] According to this example, it is possible to provide a highly convenient gaming machine that can return to the state before a certain operation was performed while taking into consideration erroneous operations, etc.

[0485] Note that even if control is executed for the operation of the 1-coin bet button 130 (for example, a process of betting the gaming value of one medal), it may be possible to return to the state before the control was executed (a state where it is possible to bet the gaming value) by a certain operation (for example, an operation using the settlement button 147). Also, even if control is executed for the operation of the 2-coin bet button 131 (for example, a process of betting the gaming value of two medals), it may be possible to return to the state before the control was executed (a state where it is possible to bet the gaming value) by a certain operation (for example, an operation using the settlement button 147).

[0486] Furthermore, even if control over the operation of the settlement button 147 (for example, a process of settling (paying out) the bet gaming value), it may be possible to return to the state before the control was executed (a state where the gaming value has been bet) by a certain operation (for example, an operation using the 1 coin bet button 130, the 2 coin bet button 131, or the MAX bet button 132). Also, even if control over the operation of the UI button 134 (for example, a process of displaying a menu) is executed, it may be possible to return to the state before the control was executed (a state where the menu display has been erased) by a certain operation (for example, an operation to end the menu display by operating the UI button 134).

[0487] Furthermore, even if control is performed on the operation of the counting button 1171 (for example, a counting process that converts the "number of game medals" into the "number of possessed medals"), it may be possible to return to the state before the control was performed (a state in which the number of game medals (number of credits) remains) by a certain operation (for example, an operation that converts the "number of possessed medals" stored on the card by the lending machine 1700 into the "number of game medals (number of credits)").

[0488] Furthermore, even if control (for example, power cut-off processing) is performed in response to the operation of a power button not shown, it may be possible to restore the state before the control was performed (the state before the power was cut off) by a certain operation (an operation to turn the power on).

[0489] <Panda doll customization example 3> FIG. 24 is a diagram showing a time series of a third example of a custom panda doll performance.

[0490] Presentation example 3 is an example of a presentation that occurs when the currently set setting value is setting 6, the custom pattern corresponding to the range of game numbers (setting interval) of 1G to 1000G for the panda doll custom is set to custom 1, and after the custom pattern corresponding to the range of game numbers (setting interval) of 1G to 1000G for the panda doll custom is changed to custom 3, the timing for displaying the panda doll setting suggestion display comes for the first time on the 621st game.

[0491] <Panda doll custom production example 3 / AT game state (AT remaining 99G)> The state shown in FIG. 24(a) is a state in which the remaining number of games in the AT game is 99G.

[0492] In this state, 522G has been consumed since the start of play, so the number of games for the panda doll has been updated to 552G, and the number of remaining games for AT play has been updated to 99G.

[0493] <Panda doll customization example 3 / Transition from normal game mode to setting confirmation mode> The state shown in Figure 24(b) is a state in which the normal game state has been transitioned to the setting confirmation state in a game in which the number of remaining games in the AT game is 99G.

[0494] In this state, when the normal game state is in operation to transition to setting confirmation (in this example, when the front door 102 is open (door open state), the setting key SW is turned from OFF to ON), the game state transitions from the normal game state to the setting confirmation state, and the management screen (setting confirmation state) MD is displayed in the display area of ​​the liquid crystal display device 157.

[0495] <Panda doll customization example 3 / Display of the panda doll customization setting screen> The state shown in FIG. 24(c) is a state in which the panda doll custom setting screen is displayed in a game in which the number of remaining games in the AT game is 99G.

[0496] In this state, while the management screen (setting confirmation state) MD is displayed, a panda doll customization selection operation (in this example, the panda doll customization item is tentatively selected using the cross button on UI button 134, and then an operation is performed using the OK button on UI button 134) causes the panda doll customization setting screen PC to be displayed in the display area of ​​the liquid crystal display device 157.

[0497] In this example, the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is set to Custom 1, so in the custom detail settings PC2 of the panda doll custom setting screen PC, Custom 1 is displayed for the custom pattern corresponding to the game number range (setting range) of 1G to 1000G.

[0498] <Panda doll customization example 3 / Changing custom patterns> The state shown in FIG. 24(d) is a state in which a custom pattern change has been made in a game in which the number of remaining games in the AT game is 99G.

[0499] In this state, when the panda doll custom setting screen PC is displayed, an operation to change to Custom 3 (in this example, an operation to change the custom pattern in the order of Custom 1 → Custom 2 → Custom 3 using the OK button of UI button 134) is performed, so the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is changed from Custom 1 to Custom 3, and in the custom detail settings PC2 of the panda doll custom setting screen PC, Custom 3 is displayed as the custom pattern corresponding to the game number range (setting range) of 1G to 1000G.

[0500] <Panda doll customization example 3 / Transition from setting confirmation state to normal game state> The state shown in Figure 24(e) is a state in which the game has transitioned from the setting confirmation state to the normal game state when the number of games remaining in the AT game is 99G.

[0501] In this state, when the panda doll custom setting screen PC is displayed, the panda doll customization end operation (in this example, the decision button is tentatively selected using the cross button of the UI button 134, and then the OK button of the UI button 134 is operated) is performed, so the state transitions from the setting confirmation state to the normal game state, and the normal effects corresponding to normal game play are displayed in the display area of ​​the liquid crystal display device 157.

[0502] <Panda doll customization example 3 / final game of AT game> The state shown in Figure 24(f) is when 99G of AT play has been played and the final game of AT play is being played.

[0503] In this state, since 621G has been consumed since the start of play, the number of games for the panda doll is updated to 621G, and the number of remaining games for the AT game is updated from 1G to 0G. Also, in this state, a push order navigation indicating the order in which to press stop buttons 137 to 139 (in this example, the character string "231" is displayed, suggesting that the push order is right → left → center) is displayed.

[0504] Furthermore, in this state, since the final game of the AT game has been played, an AT end image (in this example, an image including the string "Last") is displayed to notify that this is the final game of the AT game.

[0505] The state shown in the next Figure 24(g) is a state in which, in the final game of the AT game, the result of the AT game is displayed and a panda doll setting suggestion display corresponding to the number of games for the panda doll, 621G, is displayed.

[0506] In this example, the results of AT play are displayed by displaying the string "Result," the number of medals won in AT play (in this example, the string "Got: 598 medals"), and the number of games played in AT play (in this example, the string "Number of games: 100G")

[0507] In addition, in this example, since the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is set to Custom 3, the panda doll suggesting the highest setting value that can be displayed with the currently set setting value will be displayed with a 100% probability.

[0508] Specifically, since the currently set setting value is setting 6, the display area of ​​the liquid crystal display device 157 displays a rainbow panda doll RD as a panda doll setting suggestion display, which suggests a setting of 6 or higher.

[0509] That is, in this example, if the custom setting for a certain section is changed after the number of games in that section has been reached, the changed custom setting (in this example, custom 3) is adapted.

[0510] According to this example, when checking the settings after a game store employee has performed a trial play, etc., they can set the type of setting suggestion display (in this example, setting a custom pattern), thereby increasing convenience for the game store.

[0511] <Panda doll customization example 3 / menu operation> The state shown in FIG. 24(h) is a state in which a menu operation is performed while the rainbow panda doll RD is being displayed in the final game of the AT game.

[0512] In this state, while the Rainbow Panda Doll RD is being displayed, a menu operation (a certain operation) is performed to display a menu screen using the cross button or OK button of the UI button 134, and the menu screen is overlapped and displayed on the layer in front of the Rainbow Panda Doll RD, thereby ending the display of the Rainbow Panda Doll RD (making it invisible).

[0513] In other words, in this example, when a certain suggestion display (in this example, the rainbow panda doll RD) is displayed, if a certain operation (in this example, a menu operation) is performed that is not at least an operation to start the next game, it is possible to end the display of the certain setting suggestion display (rainbow panda doll RD).

[0514] According to this example, when the setting suggestion display is displayed, if a player temporarily leaves his seat or stops playing, the game can be continued without the setting information being seen by other players.

[0515] Furthermore, if the second setting suggestion display (the setting suggestion display by the number of sheets exceeded display described using Figure 21) is displayed and then erased after a predetermined time has elapsed, and the first setting suggestion display (in this example, the setting suggestion display by the panda doll) is displayed and then the first setting suggestion display (the setting suggestion display by the panda doll) is not erased even after a predetermined time has elapsed, the first suggestion display (the setting suggestion display by the panda doll) that is not erased over time is likely to be seen by others, making it difficult to leave the seat, but by making it possible to end the display state of the first suggestion display (the setting suggestion display by the panda doll) with a certain operation, it is possible to prevent others from seeing the setting information.

[0516] <Panda doll customization example 3 / Menu exit operation> The state shown in FIG. 24(i) is a state in which a menu exit operation is performed in the final game of the AT game.

[0517] In this state, while the menu screen was being displayed, a menu exit operation to clear the menu screen was performed using the cross button or OK button of UI button 134, so the menu screen was closed (cleared) and the rainbow panda doll RD was displayed again.

[0518] In other words, in this example, a certain event (in this example, the erasure of the rainbow panda doll RD) that has changed as a result of a certain operation (in this example, a menu operation) being performed can be restored to the state before the certain operation was performed (in this example, a state in which the rainbow panda doll RD has not been erased).

[0519] According to this example, it is possible to provide a highly convenient gaming machine that can return to the state before a certain operation was performed while taking into consideration erroneous operations, etc.

[0520] <Variations of the Panda Doll Customization> Next, a modified example of the panda doll customization effect will be described, but prior to this description, a panda doll suggestion display control process that is applied to this modified example will be described.

[0521] <Variations of Panda Doll Customization / Panda Doll Suggestion Display Control Processing> FIG. 25 is a flowchart showing the flow of the panda doll suggestive display control process according to the modified example, which corresponds to the panda doll suggestive display control process described with reference to FIG.

[0522] The modified panda doll suggestion display control process is a process in which step S951 is applied instead of step S933 of the panda doll suggestion display control process described using Figure 19, and step S952 and step S953 are applied instead of steps S936 to S938.

[0523] Specifically, in step S932, which is reached when the panda doll customization is enabled, the count value (number of games for the panda doll) indicating the number of games (G) is referenced, and if the current number of games is the start G of the set interval, the process proceeds to step S951 and the custom setting (custom pattern) corresponding to that interval is set.

[0524] In addition, in step S952, the custom settings set at the start G of the set section in step S951 are referenced, and the panda doll type corresponding to that custom pattern is determined, and in the following step S953, the set custom settings are cleared, and then the process proceeds to step S939.

[0525] In this example, when the current number of games is the start G of the set interval, the custom setting (custom pattern) corresponding to that interval is set, and then when the current number of games reaches the timing for displaying the panda doll, the custom setting set at the start G of the set interval is referenced without reference to the custom setting corresponding to the current number of games.

[0526] For this reason, even if the custom settings are changed in the game after the start G of the set section, the changed custom settings are not reflected, and the panda doll suggestion display according to the changed custom settings is not executed, but the panda doll suggestion display according to the custom settings set at the start G of the set section is executed.

[0527] The following describes modified examples of the effects of panda doll customization by the modified panda doll suggestive display control process. Note that the following modified examples 1 and 2 are all examples of effects when panda doll customization is enabled.

[0528] <Panda doll customization variation 1> FIG. 26 is a diagram showing a first variation of the panda doll customization effect in chronological order.

[0529] Variation example 1 is an example of a presentation in the slot machine 1100 (medalless slot machine) described using Figure 14, in which, when the currently set setting value is Setting 6 and the custom pattern corresponding to the range of the number of games (setting interval) of the panda doll custom from 1G to 1000G is set to Custom 1, the custom pattern corresponding to the range of the number of games (setting interval) of the panda doll custom from 1G to 1000G is changed to Custom 3, and the timing to display the panda doll setting suggestion display for the first time comes on the 621st game.

[0530] The states shown in Figures 26(a) to 26(f) are the same as the states shown in Figures 24(a) to 24(f) of the above-mentioned presentation example 3, so detailed explanation will be omitted, but in the state shown in Figure 26(b), a setting confirmation transition operation was performed in the normal game state shown in Figure 26(a), so the state transitioned from the normal game state to the setting confirmation state, and the management screen (setting confirmation state) MD was displayed in the display area of ​​the liquid crystal display device 157.

[0531] Furthermore, in the state shown in the following Figure 26(c), when the management screen (setting confirmation state) MD is displayed, a panda doll custom selection operation is performed, and therefore the panda doll custom setting screen PC is displayed in the display area of ​​the liquid crystal display device 157.In this example, the custom pattern corresponding to the panda doll custom game number range (setting interval) of 1G to 1000G is set to Custom 1, and therefore Custom 1 is displayed as the custom pattern corresponding to the game number range (setting interval) of 1G to 1000G on the panda doll custom setting screen PC.

[0532] Furthermore, in the state shown in the following Figure 26(d), a change operation to Custom 3 has been performed, so the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G has been changed from Custom 1 to Custom 3; in the state shown in the following Figure 26(e), when the panda doll custom setting screen PC is displayed, a panda doll custom end operation has been performed, so the state transitions from the setting confirmation state to the normal play state, and the normal presentation corresponding to normal play is displayed in the display area of ​​the liquid crystal display device 157; and in the state shown in the following Figure 26(f), since the final play of the AT play has been reached, an AT end image (an image including the string "Last") is displayed to notify that this is the final play of the AT play.

[0533] <Panda doll customization variation 1 / final game of AT game> The state shown in FIG. 26(g) is a state in which, in the final game of the AT game, the result of the AT game is displayed and a panda doll setting suggestion display corresponding to the number of games for the panda doll, 621G, is displayed.

[0534] In this example, the results of AT play are displayed by displaying the string "Result," the number of medals won in AT play (in this example, the string "Got: 598 medals"), and the number of games played in AT play (in this example, the string "Number of games: 100G")

[0535] Furthermore, in this example, even if the custom setting is changed in the game after the start G of the set section, the changed custom setting is not reflected, and the panda doll suggestion display according to the changed custom setting is not executed, and instead the panda doll suggestion display according to the custom setting set at the start G of the set section is executed. Therefore, the custom setting changed at the timing shown in Figure 26(d) (in this example, Custom 3) is not reflected, and the panda doll suggestion display according to the custom setting set at the start G of the set section (in this example, Custom 1) is executed.

[0536] Specifically, the currently set setting value is setting 6, and "Custom 1" will display a copper panda doll with a 100% probability if the currently set setting value is setting 2 or higher, so a copper panda doll CD suggesting setting 2 or higher is displayed in the display area of ​​the liquid crystal display device 157 as a panda doll setting suggestion display.

[0537] That is, in this example, when the custom setting for a certain section is changed after the number of games in that section has been reached, the custom setting before the change (in this example, custom 1) is adapted.

[0538] According to this example, it becomes impossible for the staff of the gaming establishment to set the type of setting suggestion display during business hours while checking the operation rate of the gaming machine, and fairness between the gaming establishment and the players can be ensured. Also, since the setting suggestion display type only needs to be set once at the time of the first setting confirmation, the work of the staff of the gaming establishment can be simplified and the convenience of the gaming establishment can be improved.

[0539] <Panda Doll Customization Variation 1 / Counting Operation> The state shown in FIG. 26(h) is a state in which a counting operation is performed during the display of the copper panda doll CD in the final game of the AT game.

[0540] In this state, when a counting operation (a certain operation) is performed using the counting button 1171 while the copper panda doll CD is being displayed, a counting start display SD (in this example, an image display including the string "Counting...") to notify that counting has started is displayed overlapping the display of the copper panda doll CD, making part of the display of the copper panda doll CD invisible or difficult to see.

[0541] In other words, in this example, when a certain suggestion display (in this example, a copper panda doll CD) is displayed, if a certain operation (in this example, a counting operation) is performed that is not at least an operation to start the next game, it is possible to end part of the display of the certain setting suggestion display (copper panda doll CD).

[0542] According to this example, when the setting suggestion display is displayed, if a player temporarily leaves his seat or stops playing, the game can be continued without the setting information being seen by other players.

[0543] The next figure (i) shows the state when the counting is completed. In this state, the counting completion display ED (in this example, an image display including the character string "Counting Completed") that notifies the user that the counting is completed is displayed overlapping the display of the copper panda doll CD, making part of the display of the copper panda doll CD invisible or difficult to see.

[0544] <Panda doll customization variation 1 / demo performance> 26(i) is a state in which the demo effect has started after the counting has been completed. In this state, the condition for starting the demo effect has been met (in this example, the counting has been completed in the playable state), so the playable state is transitioned to the demo state, and the demo effect is started by displaying an image corresponding to the demo effect (in this example, an image including the word "demo" indicating that the state is a demo) in the display area of ​​the liquid crystal display device 157.

[0545] In other words, in this example, when a certain suggestion display (in this example, a copper panda doll CD) is displayed, if a certain operation (in this example, a counting operation) that is not at least an operation to start the next game is performed, it is possible to end the display of the certain setting suggestion display (copper panda doll CD) when control over that operation (in this example, the counting process that converts the "number of game medals" into the "number of medals held") is completed.

[0546] According to this example, when the setting suggestion display is displayed, if a player temporarily leaves his seat or stops playing, the game can be continued without the setting information being seen by other players.

[0547] The conditions for starting the demo effect (conditions for ending the setting suggestion display) are not limited to this example, and may be configured to start the demo effect and end the setting suggestion display when, for example, the settlement button is operated in a state where medals have been bet by operating the bet button, resulting in a non-bet state where no medals have been bet. Also, the demo effect may be started and the setting suggestion display may end when the counting end operation is operated.

[0548] Also, as shown in FIG. 26(i'), a counting completion notification may be executed to notify that counting has been completed, and a demo effect may be started.

[0549] <Variation 2 of the Panda Doll Customization> FIG. 27 is a diagram showing a second variation of the panda doll customization effect in chronological order.

[0550] Variation 2 is an example of a presentation in which, when the currently set setting value is setting 6 and the custom pattern corresponding to the range of game numbers (setting interval) of 1G to 1000G for the panda doll custom is set to custom 3, the timing to display the panda doll setting suggestion display comes for the first time on the 300th game, and then the custom pattern corresponding to the range of game numbers (setting interval) of 1G to 1000G for the panda doll custom is changed to custom 1, and then the timing to display the panda doll setting suggestion display comes again on the 451st game.

[0551] <Variation 2 of the Panda Doll Customization Effects / Display of the Panda Doll Customization Settings Screen> The state shown in FIG. 27(a) is a state in which a custom pattern has been set in the first game since the start of the game.

[0552] In this state, when the panda doll custom setting screen PC is displayed, the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is set to Custom 1, so in the custom detail settings PC2 of the panda doll custom setting screen PC, Custom 1 is displayed for the custom pattern corresponding to the game number range (setting range) of 1G to 1000G.

[0553] <Panda doll customization effect variation 2 / Transition from setting confirmation state to normal game state> The state shown in FIG. 27(b) is a state in which the state has shifted from the setting confirmation state to the normal gaming state.

[0554] In this state, when the panda doll custom setting screen PC is displayed, the panda doll customization end operation is performed, so the state transitions from the setting confirmation state to the normal game state, and the normal presentation corresponding to the normal game is displayed in the display area of ​​the liquid crystal display device 157.

[0555] <Panda doll custom production variation 2 / AT game winning> 27(c) is a state in which the AT game is won in normal play. In this state, since the AT game is won, an AT winning effect is executed to notify the player that the AT game has been won (in this example, a moving image is displayed in which the boss's character wins against character X in the battle effect).

[0556] <Panda doll customization variation 2 / final game of AT game> The state shown in Figure 27(d) is the state where the transition to AT play has occurred, and the state shown in the following Figure 27(e) is the state where, at the final play of the AT play, the results of the AT play and a panda doll setting suggestion corresponding to 300G of games for the panda doll are displayed.

[0557] In the state shown in Figure 27(e), since the final game of the AT game has been played, the results of the AT game are displayed by displaying the string "Result", the number of medals won in the AT game (in this example, the string "Got: 598 medals"), and the number of games played in the AT game (in this example, the string "Number of games: 100G").

[0558] In addition, in this example, since the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is set to Custom 3, the panda doll suggesting the highest setting value that can be displayed with the currently set setting value will be displayed with a 100% probability.

[0559] Specifically, since the currently set setting value is setting 6, the display area of ​​the liquid crystal display device 157 displays a rainbow panda doll RD as a panda doll setting suggestion display, which suggests a setting of 6 or higher.

[0560] <Variation 2 of the Panda Doll Customization Effects / Display of the Panda Doll Customization Settings Screen> The state shown in Figure 27(f) is the state when AT play has been switched to normal play, and the state shown in the following figure (g) is the state when a custom pattern change has been made during normal play after AT play has ended.

[0561] In the state shown in Figure 27(g), when the panda doll custom setting screen PC is displayed, an operation to change to Custom 1 (in this example, an operation to change the custom pattern in the order of Custom 3 → Custom 1 using the OK button of UI button 134) is performed, so the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is changed from Custom 3 to Custom 1, and in the custom detail setting PC2 of the panda doll custom setting screen PC, Custom 1 is displayed as the custom pattern corresponding to the game number range (setting range) of 1G to 1000G.

[0562] <Panda doll customization effect variation 2 / Transition from setting confirmation state to normal game state> The state shown in FIG. 27(h) is a state in which the state has shifted from the setting confirmation state to the normal gaming state.

[0563] In this state, when the panda doll custom setting screen PC is displayed, the panda doll customization end operation is performed, so the state transitions from the setting confirmation state to the normal game state, and the normal presentation corresponding to the normal game is displayed in the display area of ​​the liquid crystal display device 157.

[0564] <Panda doll custom production variation 2 / AT game winning> 27(i) is a state in which the AT game is won in normal play. In this state, since the AT game is won, an AT winning effect is executed to notify the player that the AT game has been won (in this example, a moving image is displayed in which the boss's character wins against character X in the battle effect).

[0565] <Panda doll customization variation 2 / final game of AT game> The state shown in Figure 27(j) is the state where the transition to AT play has occurred, and the state shown in the following Figure 27(k) is the state where, at the final play of the AT play, the results of the AT play and a panda doll setting suggestion corresponding to the number of games for the panda doll, 451G, are displayed.

[0566] In the state shown in Figure 27(k), since the final game of the AT game has been played, the results of the AT game are displayed by displaying the string "Result", the number of medals won in the AT game (in this example, the string "Got: 598 medals"), and the number of games played in the AT game (in this example, the string "Number of games: 100G").

[0567] In addition, in this example, the custom pattern corresponding to the panda doll custom game number range (setting range) of 1G to 1000G is set to Custom 1, so if the currently set value is Setting 2 or higher, a copper panda doll will be displayed with a 100% probability.

[0568] Specifically, since the currently set setting value is setting 6, a copper panda doll CD, which suggests setting 2 or higher, is displayed in the display area of ​​the liquid crystal display device 157 as a panda doll setting suggestion display.

[0569] That is, in this example, when panda doll customization is enabled, if the customization is changed after displaying according to the customization in a certain section, when the same section is displayed again, the display is configured to be according to the re-customization. Note that even when the customization is changed (re-customized) in the same section as in the modified examples described with reference to Figures 25 and 26, the panda doll suggestion display may be displayed at the same rate as in the case of non-customization (no customization).

[0570] In this example, the custom pattern can be changed, but the game count interval could not be changed by the gaming store staff, but it may be changed. For example, in this example, the first interval was "1G-1000G", followed by "1001G-2000G", etc., but these intervals may be changed as desired. Also, as mentioned above, this interval is not limited to the number of games, but may be changed to a time period or number of coins won, and in this case, the time period or number of coins won interval may be changed as desired.

[0571] In this example, panda doll customization can be performed in the setting confirmation state, but it may also be performed in the setting change state. The setting change state includes a first state in which the setting value can be changed by operating the reset switch, and a second state in which the setting value is confirmed by operating the start lever 135 and cannot be changed. When panda doll customization can be performed in the setting change state, it is preferable to make it possible to perform it in either the first state or the second state. This allows the gaming store staff to select whether to confirm the setting value first and then perform panda doll customization, or to perform panda doll customization before confirming the setting value, thereby improving the convenience of the gaming machine.

[0572] <Panda Doll Customization / Summary> As explained above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with setting means (for example, a setting key SW, a reset SW) that can set one of a plurality of setting values, and presentation means (for example, the liquid crystal display device 157 shown in FIG. 1) that can execute a certain setting suggestion presentation that suggests the set setting value, and the certain setting suggestion presentation is a presentation that can display a certain setting suggestion display that suggests the set setting value (for example, a setting suggestion display using a panda doll shown in FIG. 16(c), a setting suggestion display using a number-break display shown in FIG. 21(a), and a setting suggestion display using an AT end image shown in FIG. 21(b)), and the certain setting suggestion presentation includes a first setting suggestion presentation, and the first setting suggestion presentation is a presentation that suggests the set setting value depending on the type (for example, the panda doll type shown in FIG. 16(c)) of the certain setting suggestion display (hereinafter referred to as the "first setting suggestion display", for example, the setting suggestion display using a panda doll shown in FIG. 16(c)) that is displayed, and It is possible to set the type of the first setting suggestion display to be displayed (for example, the custom pattern shown in Figures 16(b) and (d)) for each interval (for example, the range of the number of games played from the start of play, the time period during which play is being performed (morning, afternoon, night, immediately after the game center opens, just before the game center closes, etc.), the range of the number of medals won from the start of play, the range of the number of medals won in a certain period (for example, during AT play)), and when the timing for executing the first setting suggestion effect arrives in a first interval, it is possible to display the first setting suggestion display at a selection rate according to the setting for the type of the first setting suggestion display that has been set, and it is possible to set one state from a plurality of states that at least includes a playable state in which play can proceed, a setting confirmation state in which the set setting value can be confirmed, and a setting change state in which one setting value can be set from the plurality of setting values, and it is possible to change the setting for the type of the first setting suggestion display at least in the setting confirmation state.

[0573] According to the gaming machine of this embodiment, the type of setting suggestion display can be set when checking the settings after a gaming store employee has performed a test play, etc., thereby increasing the convenience of the gaming store.

[0574] Furthermore, when a setting value is changed in the setting change state, the setting regarding the type of the first setting suggestion display may not be initialized.

[0575] With this configuration, if the setting that is set in the setting change state is cleared by changing the setting, it is possible to prevent forgetting to set it and making the setting troublesome.

[0576] In addition, the game device may be provided with sound output means (e.g., speakers 272, 277) capable of outputting sound, and when a setting value is changed in the setting change state, the volume value setting of the sound output means is initialized (e.g., the volume value of speakers 272, 277 is set to an initial value), and the volume value of the sound output means may be changeable at least at a certain timing in the playable state (e.g., operation by the player).

[0577] With this configuration, the volume value that can be changed in a playable state is cleared to the default state every time the setting is changed, and by making the state uniform within the gaming parlor when it opens, it is possible to create a sense of uniformity in the presentation and enhance the presentation effect.

[0578] Furthermore, even if the setting related to the type of the first setting suggestion display for the first section is changed after the first section has been reached, when the timing for executing the first setting suggestion effect arrives in the changed first section, the first setting suggestion display (for example, the rainbow panda doll RD shown in Figure 24(g)) may be displayed with a selection rate according to the changed setting.

[0579] With this configuration, the type of setting suggestion display can be set when checking the settings after a game store employee has performed a trial play, etc., thereby increasing convenience for the game store.

[0580] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with setting means (for example, a setting key SW, a reset SW) that can set one of a plurality of setting values, and presentation means (for example, the liquid crystal display device 157 shown in FIG. 1) that can execute a certain setting suggestion presentation that suggests the set setting value, and the certain setting suggestion presentation is a presentation that can display a certain setting suggestion display that suggests the set setting value (for example, a setting suggestion display using a panda doll shown in FIG. 16(c), a setting suggestion display using a number-break display shown in FIG. 21(a), and a setting suggestion display using an AT end image shown in FIG. 21(b)), and the certain setting suggestion presentation includes a first setting suggestion presentation, and the first setting suggestion presentation is a presentation that can display the certain setting suggestion display (hereinafter, referred to as the "first setting suggestion"). For example, the setting suggestion display using a panda doll shown in Fig. 16(c) is an effect that suggests a setting value that has been set, and it is possible to set the type of the first setting suggestion display (for example, the type of panda doll shown in Fig. 16(c)) to be displayed for each certain period (for example, the range of the number of games played since the start of play, the time period during which play is being performed (morning, afternoon, night, immediately after the game arcade opens, just before the game arcade closes, etc.), the range of the number of medals won since the start of play, the range of the number of medals won in a certain period (for example, during AT play)), and when the timing for executing the first setting suggestion effect comes in the first period, it is possible to display the first setting suggestion display at a selection rate that corresponds to the setting for the type of the first setting suggestion display that has been set.

[0581] According to the gaming machine of this embodiment, the staff of the gaming establishment cannot set the type of setting suggestion display during business hours while checking the operation rate of the gaming machine, so that fairness between the gaming establishment and the players can be ensured. Also, since the setting suggestion display type only needs to be set once at the time of the first setting confirmation, the work of the staff of the gaming establishment can be simplified and the convenience of the gaming establishment can be improved.

[0582] In addition, the certain setting suggestion effect includes a second setting suggestion effect, and the second setting suggestion effect is an effect that suggests the setting value that is set depending on the type of the certain setting suggestion display that is displayed (hereinafter referred to as the "second setting suggestion display"; for example, a setting suggestion display by displaying the number of coins exceeded as shown in Figure 21(a), or a setting suggestion display by an AT end image as shown in Figure 21(b)), and it may be impossible to make a setting regarding the type of the second setting suggestion display.

[0583] Such a configuration can increase the variety of setting suggestion displays, making the game more interesting.

[0584] Furthermore, the type of the first setting suggestion display may not include a type (e.g., a panda doll type) that is displayed when the setting value is set to the most unfavorable setting value for the player (e.g., setting 1), and the type of the second setting suggestion display may include a type (e.g., a setting suggestion display by displaying that the number of coins has been exceeded, or a setting suggestion display by an AT end image) that is displayed when the setting value is set to the most unfavorable setting value for the player.

[0585] With this configuration, the first suggestion display will provide better information, making it easier for gaming parlors to make adjustments and providing gaming parlors with easy-to-use gaming machines.

[0586] Furthermore, if the timing for executing the first setting suggestion effect comes while the first interval is still in progress after the first setting suggestion display has been displayed, the first setting suggestion display can be displayed with the selection rate in an unset state (for example, the winning probability specified in the panda doll setting suggestion lottery table shown in Figures 20(a) to (d)), and if the timing for executing the first setting suggestion effect does not come in the first interval but comes in the second interval that is the next interval after the first interval, the first setting suggestion display can be displayed with the selection rate according to the setting that is advantageous to the player between the settings of the first interval and the second interval.

[0587] With this configuration, it is possible to reduce the player's dissatisfaction by prioritizing the display of information that is beneficial to the player, especially for unfortunate players who did not receive the setting suggestion display in the first section.

[0588] Furthermore, if the setting related to the type of the first setting suggestion display for the first section is changed after the first section has been reached, even if the timing for executing the first setting suggestion effect comes in the changed first section, it may be possible to display the first setting suggestion display (for example, the copper panda doll CD shown in Figure 26(g)) with a selection rate corresponding to the setting before the change.

[0589] With this configuration, gaming parlor staff will no longer be able to set the type of setting suggestion display during business hours while checking the operating rate of gaming machines, thereby ensuring fairness between gaming parlors and players.

[0590] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with setting means (for example, a setting key SW, a reset SW) that can set one of a plurality of setting values, and presentation means (for example, the liquid crystal display device 157 shown in FIG. 1) that can execute a certain setting suggestion presentation that suggests the set setting value, and the certain setting suggestion presentation includes a first setting suggestion presentation, and the first setting suggestion presentation is a presentation that can display a certain setting suggestion display that suggests the set setting value (hereinafter, referred to as the "first setting suggestion display"; for example, the setting suggestion display using a panda doll shown in FIG. 16(c)), and the first setting suggestion presentation is a presentation that suggests the set setting value depending on the type of the first setting suggestion display that is displayed, and when the first setting suggestion display is displayed, a certain operation (for example, operation of the MAX BET button 132 (3 The gaming machine is characterized in that the display state of the first setting suggestion display can be ended (for example, by erasing the first setting suggestion display, making the first setting suggestion display invisible by overlapping another image on a layer in front of the first setting suggestion display, or by processing the image of the first setting suggestion display so that the original first setting suggestion display cannot be identified) by performing the operation of the bet button 130 (bet one coin operation), the bet button 131 (bet two coins operation), the cross button or OK button of the UI button 134 (for example, an operation to display a menu screen), the counting button 1171 (counting operation), the power ON / OFF operation (operation to turn on the power, operation to cut off the power), or the reset SW ON / OFF operation (reset operation), and the certain operation is at least an operation that is not an operation to start the next game.

[0591] According to the gaming machine of this embodiment, when the setting suggestion display is displayed, when a player temporarily leaves their seat or stops playing, the game can be continued without the setting information being seen by other players.

[0592] Furthermore, the type of the first setting suggestion display (for example, the panda doll type shown in Figure 16(c)) may not include the type that is displayed when the setting value is set to the most unfavorable value for the player.

[0593] With this configuration, when the first suggestion display is displayed, it is denied that the setting is "Setting 1," making it an important factor in deciding whether to continue playing or not. On the other hand, it can be a source of arguments, such as the machine being taken while you are away, so it is something you do not want others to know. Therefore, it is possible to end the display of the first suggestion display with a certain operation, so that others cannot see the setting information.

[0594] Furthermore, the certain setting suggestion effect includes a second setting suggestion effect, and the second setting suggestion effect is an effect that suggests the setting value that is set depending on the type of the certain setting suggestion display that is displayed (hereinafter referred to as the "second setting suggestion display"; for example, a setting suggestion display by a number-breakthrough display as shown in Figure 21(a) or a setting suggestion display by an AT end image as shown in Figure 21(b)), and the second setting suggestion effect is an effect that erases the second setting suggestion display when a predetermined time has passed after displaying the second setting suggestion display, and the first setting suggestion effect may be an effect that does not erase the first setting suggestion display even when a predetermined time has passed after displaying the first setting suggestion display.

[0595] The first suggestion display, which is not erased over time, is easily seen by others, making it difficult to leave the seat, but with this configuration, it is possible to end the display state of the first suggestion display with a certain operation, thereby preventing others from seeing the setting information.

[0596] Furthermore, the certain operation may be an operation that can be performed by the player.

[0597] With this configuration, when the setting suggestion display is displayed and a player temporarily leaves their seat or stops playing, they can prevent other players from seeing the setting information by operating the player themselves, without continuing the game.

[0598] Furthermore, with regard to a certain event (e.g., (1) betting medals, (2) counting process of converting the number of game medals into the number of medals, (3) power cut process) that has changed as a result of the execution of a certain operation (e.g., (1) operation of the MAX BET button 132, (2) operation of the counting button 1171, (3) operation of the power button), it may be possible to restore to the state before the certain operation was executed (e.g., (1) a non-betting state where no medals have been bet, (2) a state where the number of game medals remains, (3) the state before the power was cut off).

[0599] With this configuration, it is possible to provide a highly convenient gaming machine that can return to the state before a certain operation was performed while taking into consideration erroneous operations, etc.

[0600] <Other embodiments> Next, a gaming machine according to another embodiment will be described.

[0601] <Overall structure> FIG. 28 is a perspective view of a slot machine 100 according to one embodiment of the present invention. The slot machine 100 shown in FIG. 28 comprises a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on their outer peripheries (not shown) are housed inside the center of the main body 101, and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotated by a driving device such as a stepping motor.

[0602] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and the strip-shaped member is attached to a predetermined cylindrical frame to form each of the reels 110-112. The symbols on the reels 110-112 are displayed vertically in approximately three columns through the symbol display window 113, for a total of nine symbols, as viewed by the player. By rotating each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays multiple symbol combinations. Note that, in addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. Although three reels are provided in the center of the slot machine 100 in this embodiment, the number and location of the reels are not limited thereto.

[0603] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112, and a light-shielding piece of a certain length attached to the reel passes between the light-emitting section and the light-receiving section of the optical sensor. Based on the detection results of this sensor, the rotational position of the symbols on the reels is determined, and the reels 110 to 112 are stopped so that the desired symbol is displayed on the pay line.

[0604] The payline indicator lamp 120 indicates which paylines 114 are active. The active paylines are determined in advance by the number of medals bet as gaming media. There are five paylines 114. For example, if one medal is bet, the middle horizontal payline is active. If two medals are bet, three lines are active, including the upper horizontal payline and the lower horizontal payline. If three medals are bet, five lines are active, including the lower right-hand payline and the upper right-hand payline. Note that the number of paylines 114 is not limited to five. For example, if one medal is bet, the five lines active may be the middle horizontal payline, the upper horizontal payline, the lower horizontal payline, the lower right-hand payline, and the upper right-hand payline. Alternatively, the same number of paylines may be uniformly set as active paylines regardless of the number of bets.

[0605] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus) has been internally won in an internal lottery described below, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay, which is one of the winning combinations, was won in the previous game. The reel panel lamp 128 is a lamp for effect purposes.

[0606] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, it indicates that the game can be started. The game start lamp 121 lights up.

[0607] The medal insertion slot 141 is an insertion slot through which a player inserts medals to start a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or physical medals can be inserted (insertion operation) through the medal insertion slot 141; the term "insertion" includes both. The stored medal number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (e.g., the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of achieving a winning combination. The stored medal number display 125, the game information display 126, and the payout number display 127 are seven-segment (SEG) displays.

[0608] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. Operation of the start lever 135 is called a game start operation.

[0609] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110 to 112. Hereinafter, operations on the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. Note that light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.

[0610] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.

[0611] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.

[0612] The sound hole 143 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. An effect device 160 is provided above the front door 102, and the sound hole 143 is provided above the effect device 160. This effect device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a liquid crystal display device 157 (effect image display device) provided on the back side of the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 (not shown) appears on the front (player side) of the slot machine 100. Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.

[0613] <Pattern Arrangement> The arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 29. Figure 29 is a diagram showing the arrangement of symbols on the reel bands 150 to 152 of each reel (left reel 110, center reel 111, right reel 112) developed in a plane and an explanatory diagram of the symbol names.

[0614] Each of the reels 110-112 has a rectangular reel band 150-152 that is transparent to light, and a predetermined number of symbols (21 symbols numbered 0-20 in this embodiment) of various types (9 symbols in this embodiment) shown on the right side of the figure are arranged on these reel bands 150-152. The numbers 0-20 shown on the left side of the figure indicate the arrangement positions of the symbols on the reel bands 150-152.

[0615] For example, in this embodiment, the symbol "blank 1" is arranged on the number 0 frame of the reel band 150 of the left reel 110, the symbol "bell" is arranged on the number 0 frame of the reel band 151 of the middle reel 111, and the symbol "replay" is arranged on the number 1 frame of the reel band 152 of the right reel 112.

[0616] <Reel band> Next, the reel bands 150 to 152 of the reels 110 to 112 will be described with reference to FIGS.

[0617] Figure 30(a) is a partially enlarged view showing the state before the reel band 150 is attached to the reel frames 212, 214, and Figure 30(b) is a partially enlarged view showing the state after the lower end of the reel band 150 has been attached to the reel frames 212, 214.

[0618] Note that the reel bands 150 to 152 have the same structure except for the patterns on each reel band 150 to 152, and therefore in this example, the reel band 150 of the left reel 110 will be described, and for the reel band 151 of the center reel 111, the symbols 150 and 170 will be read as 151 and 171, and for the reel band 152 of the right reel 112, the symbols 150 and 170 will be read as 152 and 172, and the respective descriptions will be provided accordingly.

[0619] As shown in Figure 30, the slot machine 100 according to this embodiment includes reel frames 212 and 214 that hold the reel band 150. The reel frame 212 is a member that supports the left side surface of the reel band 150 when viewed from the front (hereinafter referred to as the "left side surface"), and the reel frame 214 is a member that supports the right side surface of the reel band 150 when viewed from the front (hereinafter referred to as the "right side surface"). Details of the reel frames 212 and 214 will be described later.

[0620] As shown in Figure 29, on the backside of the left and right sides of the reel band 150, a linear tape application area 250 is provided, extending from the upper end 150U to the lower end 150D of the reel band 150, to which a double-sided tape 252 (see Figure 35(a), etc.) can be applied.

[0621] Furthermore, a winding margin 170 consisting of a transparent rectangular area without a design is provided on each lower end 150D of the reel band 150. When the reel band 150 is wound around and attached to the reel frames 212, 214, the winding margin 170 is first attached to a predetermined position on the reel frames 212, 214, and functions as a portion for positioning the reel band 150 relative to the reel frames 212, 214. In addition, as will be described later with reference to FIG. 32, the winding margin 170 also functions as a "glue margin" for the reel band 150 when the upper end 150U of the reel band 150 is attached above the winding margin 170.

[0622] Identification information that can identify which of the multiple reels 110-112 it is is printed on the winding margin 170. Specifically, identification information 170a (in this example, the letter "L") that can identify it as the left reel 110 is printed on the upper right side of the winding margin 170 of the reel band 150 of the left reel 110, identification information 171a (in this example, the letter "C") that can identify it as the middle reel 111 is printed on the upper right side of the winding margin 171 of the reel band 151 of the middle reel 111, and identification information 172a (in this example, the letter "R") that can identify it as the right reel 112 is printed on the upper right side of the winding margin 172 of the reel band 152 of the right reel 112.

[0623] According to this example, since the identification information 170a-172a is provided on the winding margins 170-172, when each reel band 150-152 is wound around and attached to the reel frame 212, 214, it is possible to reliably confirm whether the correspondence between the reel band 150-152 and the reel 110-112 is correct by the identification information 170a-172a, thereby preventing a situation in which the reel band 150-152 is wound around the wrong reel.

[0624] It should be noted that the "identification means capable of identifying which of the multiple reels it is" according to the present invention is not limited to the exemplified identification information, and may be, for example, Chinese characters such as left, center, and right, numbers such as 1, 2, and 3, or figures, symbols, etc. Furthermore, it is not limited to printed characters, and may be, for example, handwritten, cut, or labeled. Furthermore, at least one of the reel frames 212, 214 may be provided with the same identification information as the corresponding reel band 150-152.

[0625] The winding margins 170-172 are printed with positional information that allows each reel band 150-152 to be positioned relative to the reel frames 212, 214. In this example, straight lines 170b-172b are printed in the center of the right side of the winding margins 170-172, respectively.

[0626] On the other hand, as shown in Figure 30(a), linear line marks MK corresponding to the lines 170b-172b of the reel bands 150-152 are printed on the reel frame 214. When each reel band 150-152 is wound around and attached to the reel frames 212, 214, as shown in Figure 30(b), the lines 170b-172b printed on the winding margins 170-172 can be aligned with the line marks MK on the reel frame 214 to position each reel band 150-152 relative to the reel frames 212, 214.

[0627] According to this example, the positioning of each reel band 150-152 relative to the reel frames 212, 214 can be performed accurately, which not only improves the efficiency of the work of attaching the reel bands, but also prevents situations in which the reel bands are misaligned.

[0628] In this example, the line mark MK is printed only on one of the reel frames 212, 214 (in this example, reel frame 214), but the line mark MK may be printed only on the other of the reel frames 212, 214 (reel frame 212), or may be printed on both the reel frames 212, 214. Furthermore, the position information may be any information that enables positioning of each reel band 150-152 relative to the reel frames 212, 214, and is not limited to the straight line shown as an example, and may be, for example, a figure, a symbol, or the like.

[0629] <Reel and surrounding structure> Next, the structure of reels 110-112 and their peripheral components will be described with reference to Figures 31 and 32. Figure 31 is a partially exploded perspective view of reel drive unit 200, and Figure 32 is an exploded perspective view of each reel and peripheral components.

[0630] The reel drive unit 200 includes a reel case 202 made of a box-shaped metal plate. The reel case 202 houses three reels 110-112, a drive motor 220 for driving each of the reels 110-112 to rotate, an index sensor 230 for detecting the rotational position of each of the reels 110-112, and a backlight module 240 for projecting light toward the back of the reel bands 150-151 of each of the reels 110-112.

[0631] The reels 110-112 are provided with the reel bands 150-152 described with reference to Fig. 29, are rotatably mounted on the drive motor 220, and are rotationally driven by the drive motor 220 in the direction indicated by the symbol X in Fig. 32 (forward direction) or the direction opposite to the X direction (reverse direction). Also, as described with reference to Fig. 30, the upper ends 150U-152U of the reel bands 150-152 are overlapped above the winding margins 170-172 so as to cover the lower ends 150D-152D, and are attached to the winding margins 170-172 with double-sided tape 252.

[0632] According to this example, even if the upper end portions 150U-152U of the reel bands 150-152 peel off from the winding margins 170-172 and hang down, the reels 110-112 rotate mainly in the forward direction indicated by the symbol X in FIG. 32, so it is possible to avoid situations in which the peeled portions of the reel bands 150-152 get caught on other components and destroy them, or interfere with the rotation of the reels 110-112, causing a disadvantage to the player.

[0633] In addition, the upper end 150U of the reel band 150 is overlapped above the winding margin 170 so as to cover the lower end 150D and is attached to the winding margin 170 with double-sided tape 252, resulting in a four-layer structure consisting of the winding margin 170 and double-sided tape 252, and the upper end 150U of the reel band 150 and double-sided tape 252.

[0634] According to this example, the identification information 170a of the winding margin 170 is positioned so as to be covered by the reel band 150 and the double-sided tape 252 when the reel band 150 is fixed to the reel frames 212, 214 with the double-sided tape 252. This makes it difficult for the identification information on the reel band to be seen through the reel band to the front, thereby preventing it from interfering with the player's visibility.

[0635] The backlight module 240 is disposed inside the annular reel bands 150-152 and has light-emitting units (LEDs in this case) 244A. The reels 110-112 are equipped with reel frames 212 and 214 that hold the reel bands 150-152. The reel frame 212 supports the left side of the reel bands 150-152, and the reel frame 214 supports the right side of the reel bands 150-152. The reel frames 212 and 214 are made of a light-transmittable material (such as transparent or translucent plastic).

[0636] The reel frame 212 includes an annular frame portion 212A and four support portions 212B formed to extend from the frame portion 212A toward the center of the frame portion 212A. An L-shaped light-shielding piece 212D is attached to one of the four support portions 212B with a screw 212E, and the light-shielding piece 212D is disposed so as to pass between the light-emitting portion and the light-receiving portion of the index sensor 230. The reel frame 214 is formed of an annular member having substantially the same diameter as the frame portion 212A of the reel frame 212, and is disposed on the opposite side of the reel frame 212 with the reel bands 150-152 sandwiched between them.

[0637] The drive motor 220 is fixed to a base formed on the mounting plate 232, and the motor shaft of the drive motor 220 is fixed to a mounting portion 212C of the reels 110 to 112. In this embodiment, the mounting portion 212C is formed on the reel frame 212. When the drive motor 220 is driven, the reels 110 to 112 rotate around an axis that is coaxial with the motor shaft.

[0638] Index sensor 230 is fixed to mounting plate 232 via L-shaped mounting base 234. Backlight module 240 is composed of reflector 242 fixed to mounting plate 232 and illumination board 244 equipped with light-emitting section 244A for projecting light from behind reflector 242. Harnesses connected to drive motor 220, index sensor 230, and backlight module 242 are connected to relay board 203 (see FIG. 30) through through-hole 232A formed in mounting plate 232.

[0639] Next, the configuration of the backlight module 240 will be described with reference to Fig. 33. Fig. 33(a) is an exploded perspective view of the backlight module 240, and Fig. 33(b) is a front view of the backlight module 240.

[0640] The backlight module 240 is configured to include a reflector 242 and an illumination board 244 that is detachably attached to the back surface of the reflector 242. The reflector 242 has two partitions (partition members) 242a, which form three openings 246A to 246C in the vertical direction. Two light-emitting elements 244A are arranged in each of the openings 246A to 246C, and the light of each light-emitting element 244A is directed toward the symbols on the upper row of the reel bands 150 to 152 through opening 246A, toward the symbols on the middle row of the reel bands 150 to 152 through opening 246B, and toward the symbols on the lower row of the reel bands 150 to 152 through opening 246C.

[0641] The shape of the reflector 242 and the number and arrangement of the light-emitting portions 244A may be any, and the number of partitions and openings is not particularly limited. However, in this embodiment, since the number of symbols on the reel bands 150 to 152 that are illuminated by the backlight module 240 is three, three openings 246A to 246C are formed by two partitions 242a.

[0642] <How to fix the reel band> Next, a method for fixing the reel bands 150 to 152 will be described with reference to Figures 34 and 35(a).

[0643] Figure 34(a) is a front view showing the peripheral parts of the right reel 112 in the reel drive unit 200, Figure 34(b) is a cross-sectional view taken along line AA in Figure 34(a), and Figure 34(c) is a partially enlarged view showing the dotted line portion indicated by the symbol B in Figure 34(b).

[0644] In addition, since the reel bands 150 to 152 have the same structure except for the patterns applied to each reel band 150 to 152, in this example, the reel band 152 of the right reel 112 will be described, and for the reel band 150 of the left reel 110, the symbol 152 will be read as 150, and for the reel band 151 of the center reel 111, the symbol 152 will be read as 151, and the respective descriptions will be provided accordingly.

[0645] As shown in FIGS. 34(a) to (c), the left side of the reel band 152 is fixed to the reel frame 212 with double-sided tape 252, and the right side of the reel band 152 is fixed to the reel frame 214 with double-sided tape 252.

[0646] Prior to describing the method for fixing the reel band 152, the structure of the double-sided tape 252 will be described with reference to Figure 35(a). Figure 35(a) is an external perspective view showing an example of the structure of the double-sided tape 252.

[0647] 35(a), double-sided tape 252 is configured to have a base material 252a, a strong adhesive surface 252b (first adhesive surface) provided on one side of the base material 252a in the thickness direction, and a weak adhesive surface 252c (second adhesive surface) provided on the other side of the base material 252a in the thickness direction. Note that the "double-sided tape" according to the present invention is not limited to one having a base material, and may be a double-sided tape (substrate-less) that does not have a base material and is made only of an adhesive.

[0648] The base material 252a is a member that serves as a base for fixing the adhesive. The material of the base material 252a is not particularly limited, and may be, for example, PET (polyethylene terephthalate), nonwoven fabric, acrylic firm, metal foil, or the like. In this example, the base material 252a is made of a transparent or translucent PET member.

[0649] The strong adhesive surface 252b is a member made of an adhesive with stronger adhesive strength than the weak adhesive surface 252c, and in this example, is used to fasten the reel band 152. On the other hand, the weak adhesive surface 252c is a member made of an adhesive with weaker adhesive strength than the strong adhesive surface 252b, and in this example, is used to fasten the reel frame 212 and the reel frame 214.

[0650] The material of the strong adhesive surface 252b and the weak adhesive surface 252c is not particularly limited, and for example, an acrylic adhesive, a urethane adhesive, a silicone adhesive, or the like can be used.

[0651] As shown enlarged in Figure 34(c), the reel frame 212 has a reel band fixing surface 212a to which the left side surface of the reel band 152 can be fixed, and although not shown, the reel frame 214 also has a reel band fixing surface to which the right side surface of the reel band 152 can be fixed.

[0652] When fixing the left side surface of the reel band 152 to the reel frame 212, the strong adhesive surface 252b of the double-sided tape 252 is stuck to the back surface of the left side surface of the reel band 152, and the weak adhesive surface 252c of the double-sided tape 252 is stuck to the reel band fixing surface 212a of the reel frame 212, thereby fixing the left side surface of the reel band 152 to the reel frame 212.

[0653] Although not shown in the figures, when fixing the right side surface of the reel band 152 to the reel frame 214, the strong adhesive surface 252b of the double-sided tape 252 is stuck to the back surface of the right side surface of the reel band 152, and the weak adhesive surface 252c of the double-sided tape 252 is stuck to the reel band fixing surface of the reel frame 214, thereby fixing the right side surface of the reel band 152 to the reel frame 214.

[0654] According to this example, the weak adhesive surface 252c (second adhesive surface) attached to the reel frames 212, 214 has weaker adhesive strength than the strong adhesive surface 252b (first adhesive surface) attached to the reel band 152. Therefore, when removing the reel band from the reel frame and reusing the reel frame (for example, ...

Claims

[Claim 1] a setting means capable of setting one of a plurality of setting values; A game machine equipped with a performance means capable of executing a setting suggestion performance that suggests a set setting value, The setting suggestion effect includes a first setting suggestion effect and a second setting suggestion effect, The first setting suggestion effect is an effect that suggests a setting value that is set according to the type of a certain setting suggestion display (hereinafter referred to as the "first setting suggestion display") to be displayed, The second setting suggestion effect is an effect that suggests a setting value that is set according to the type of a certain setting suggestion display (hereinafter referred to as the "second setting suggestion display") to be displayed, It is possible to set the type of the first setting suggestion display to be displayed for each section, When the timing for executing the first setting suggestion effect comes in a first section, the first setting suggestion display can be displayed at a selection rate according to a setting related to the type of the first setting suggestion display that has been set, It is not possible to set the type of the second setting suggestion display, The type of the first setting suggestion display does not include a type that is displayed when the setting value is set to the most unfavorable setting value for the player, The type of the second setting suggestion display includes a type that is displayed when the setting value is set to the most unfavorable setting value for the player. A gaming machine characterized by the above.

Citation Information

Patent Citations

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Cited By

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