Gaming machine
The gaming machine enhances player interaction and reward visibility through distinct notification modes and reel stop devices, addressing the need for improved performance in rotating drum type gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-24
- Publication Date
- 2026-03-16
AI Technical Summary
There is a need to enhance the performance of rotating drum type gaming machines by improving the notification and operation modes during special game states to increase player engagement and reward recognition.
The gaming machine incorporates distinct notification modes through a display device for the first and second stop operation modes, indicating specific lottery results and symbol combinations, and includes features like announcement game preparation states and reel stop devices to enhance player interaction and reward visibility.
The improved notification and operation modes enhance player engagement and reward recognition, thereby increasing the overall appeal and performance of the gaming machine.
Smart Images

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Abstract
Description
Technical Field
[0001] Relates to a gaming machine.
Background Art
[0002] In a rotating drum type gaming machine (slot machine), when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted, the game starts, and a plurality of reels with a plurality of symbols arranged on the outer circumference rotate, and as a result of using a reel stop device (stop button) to stop the rotation operation and stopping the reels, if a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special game state that is more profitable for the player than the normal game state (a game state in which the lottery probability of small winning combinations and the like is higher than normal). Here, in a rotating drum type gaming machine, in addition to such basic games, various effects are performed to improve the overall appeal. Also, in conjunction with the payout of game medals, an output of a payout sound, display of the number of acquired medals, and a backlight effect are performed so that the player can recognize that the game medals have been appropriately paid out.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In this type of gaming machine, improvement of its performance is desired.
Means for Solving the Problems
[0005] As game states, it has an announcement game preparation game state and an announcement game state. In a predetermined game where a specific lottery result has been determined during the notification game preparation game state, the first stop operation mode can be notified by a predetermined display device. In a notification game state, in a specific game where a specific lottery result has been determined, the second stop operation mode can be notified by a predetermined display device. The notification content for the first stop operation mode and the notification content for the second stop operation mode, as displayed by the specified display device, are different. By a predetermined display device First Stop Operation Mode Contents of the report It is recommended that the stop switch corresponding to the first reel not be used as the first stop operation. Contents of the report And, In a game where a specific lottery result has been determined in a notification game state, the second stop operation method is notified by a predetermined display device. When a player performs a stop operation according to the second stop operation method, a combination of symbols to which "X (where X is a numerical value, the same applies hereinafter)" is assigned as the number of game media can be stopped and displayed. When the notification game preparation game state is reached, a specific lottery result is determined. In the designated game The first stop operation mode is indicated by a designated display device. death, If the stop switch corresponding to the first reel is performed as the first stop operation, the next game in the predetermined game is The game can be played in the notification game preparation state. When the notification game preparation game state is reached, a specific lottery result is determined. In the designated game The first stop operation mode is indicated by a designated display device. death, Even if the stop switch corresponding to the second reel is performed as the first stop operation and no symbol combination assigned the number of game media "X" is displayed, the next game after the predetermined game can be played in a notification game state. Processing to output the first test signal in a designated game where a specific lottery result has been determined during the notification game preparation game state. and processing to output the second test signal and Make it possible to do this, When the notification game preparation game state is reached, a specific lottery result is determined. In the designated game The first stop operation mode is indicated by a designated display device. In the case of The first test signal in is: at least This includes information regarding the operation sequence of stop switches, with the stop switch corresponding to the second reel being the first stop operation. When the notification game preparation game state is reached, a specific lottery result is determined. In the designated game The first stop operation mode is indicated by a designated display device. In the case ofThe second test signal in at least includes information on the operation order of the stop switch that uses the stop switch corresponding to the first reel as the first stop operation. The gaming machine is characterized by this.
Effect of the Invention
[0006] According to the present invention, the performance of the gaming machine can be improved.
Brief Description of the Drawings
[0007] [Figure 1] It is a figure which shows the outer oblique view of the slot machine PS1. [Figure 2] It is a figure which shows the back surface of the front panel PS2. [Figure 3] It is a figure which shows the inner surface of the cabinet PS3. [Figure 4] It is a figure which shows a functional block. [Figure 5] It is a flowchart which shows program start processing. [Figure 6] It is a flowchart which shows power-off processing. [Figure 7] It is a flowchart which shows timer interrupt processing. [Figure 8] It is a flowchart which shows power-off return processing. [Figure 9] It is a flowchart which shows the main game progress. [Figure 10] It is a flowchart which shows setting change processing. [Figure 11] It is a figure which explains the reel arrangement in this embodiment. [Figure 12] It is a figure which explains the symbol combination in this embodiment. [Figure 13] It is a figure which explains the symbol combination in this embodiment. [Figure 14] It is a figure which explains the symbol combination in this embodiment. [Figure 15] It is a figure which explains the symbol combination in this embodiment. [Figure 16] This diagram illustrates the pattern combinations in this embodiment. [Figure 17] This diagram illustrates the pattern combinations in this embodiment. [Figure 18] This is a diagram illustrating the conditional device in this embodiment. [Figure 19] This diagram illustrates the number of internal draws in this embodiment. [Figure 20] This diagram illustrates the number of internal draws in this embodiment. [Figure 21] This diagram illustrates the number of internal draws in this embodiment. [Figure 22] This diagram illustrates the case where the MAX bet switch is not used to insert a bet after the payout process is complete. [Figure 23] This diagram illustrates the case where a MAX bet switch is used to insert a bet after the payout process has finished. [Figure 24] This diagram illustrates the case where a settlement operation is performed using the settlement switch after the payout process is complete. [Figure 25] This diagram illustrates what happens if no game tokens are inserted after the settlement process is complete. [Figure 26] This diagram illustrates what happens when game tokens are inserted after the settlement process is complete. [Figure 27] This diagram illustrates a scenario where a payout is processed normally. [Figure 28] This diagram illustrates what happens when dispensing fails (when a hopper empty error occurs). [Figure 29] This diagram illustrates what happens when dispensing fails to occur properly (when a hopper congestion error occurs). [Figure 30] This figure shows an example of the display screen when a payout is performed successfully. [Figure 31] This figure shows an example of the display screen when dispensing fails (hopper empty error occurs). [Figure 32] This figure shows an example of the display screen that appears when dispensing fails (when a hopper congestion error occurs). [Figure 33] This figure shows an example of the configuration of a button press order navigation image. [Figure 34] This figure shows an example of when the button press order navigation image is displayed on the LCD screen. [Figure 35] This figure shows an example of what happens when a predetermined error occurs while the button press order navigation image is being displayed. [Figure 36] This is a time chart showing the results when the MAX bet switch is not used after the payout process based on the winning combination of button presses has finished. [Figure 37] This is a time chart showing the process when the MAX bet switch is used to insert a bet after the payout process based on the winning combination has been completed. [Figure 38] This is a time chart showing the results when the MAX bet switch is not used after the payout process based on the cherry symbol win is completed. [Figure 39] This is a time chart showing the process when the MAX bet switch is used to insert a bet after the payout process based on the cherry symbol win has finished. [Figure 40] This is a time chart showing the case where no game tokens are inserted after the automatic token insertion process based on winning a replay has finished. [Figure 41] This is a time chart showing the process when inserting game tokens after the automatic token insertion process based on winning a replay has finished. [Figure 42] This is a time chart showing the process when a settlement operation is performed using the settlement switch after the payout process based on the winning combination of button presses has been completed. [Figure 43] This is a time chart showing the process when a settlement operation is performed using the settlement switch after the automatic payout process based on the winning of a replay role has finished. [Figure 44] This is a time chart for when the payout does not occur properly after the cherry symbol is won (when a hopper empty error occurs). [Figure 45] This is a time chart for when the payout does not occur properly after the cherry symbol is awarded (when a hopper congestion error occurs). [Figure 46] This diagram shows the various memory regions stored in the main control ROM. [Figure 47] This diagram shows the interrupt initialization area and automatic allocation based on the priority of the interrupt initialization area. [Figure 48] This diagram shows the relationship between the interrupt vector addresses for power-on processing and timer interrupt processing. [Figure 49] This diagram shows the relationship between the interrupt vector addresses for power-on processing and timer interrupt processing and other programs. [Figure 50] This figure shows an example of payout specifications that span across advantageous periods. [Figure 51] This figure shows an example of payout specifications that span across advantageous periods. [Figure 52] This figure shows an example of payout specifications that span across advantageous periods. [Figure 53] This flowchart shows the management process for the advantageous section clear counter, which corresponds to the advantageous section difference counter. [Figure 54] This flowchart shows the management process for the advantageous section clear counter, which corresponds to the advantageous section difference counter. [Figure 55] This is a flowchart showing the process for monitoring and stopping operations. [Figure 56] This is a flowchart showing the process for monitoring and stopping operations. [Figure 57] This is a flowchart showing the process for monitoring and stopping operations. [Figure 58] This is a flowchart showing the process for monitoring and stopping operations. [Figure 59] This is a flowchart showing the process for monitoring and stopping operations. [Figure 60] This figure shows examples of the effects for the operation notification state and the stop notification state. [Figure 61] This figure shows an example of the configuration related to the number of bets indicator lamp 25 and the payout indicator. [Figure 62] This figure shows an example of the configuration related to the number of bets indicator lamp 25 and the payout indicator. [Figure 63] This figure shows an example of the configuration related to the number of bets indicator lamp 25 and the payout indicator. [Figure 64]This diagram shows the positional relationship when the medal selector 34, the chute component, and the return component are attached to the back of the front panel PS2. [Figure 65] This diagram illustrates the gap between the medal selector 34 and the chute member. [Figure 66] This diagram illustrates the gap between the medal selector 34 and the chute member. [Figure 67] This diagram shows the gap between the medal selector 34 and the chute member, and the positional relationship with the hopper 44, when the front panel PS2 is closed. [Figure 68] This diagram shows the gap between the medal selector 34 and the chute member, and the positional relationship with the hopper 44, when the front panel PS2 is closed. [Figure 69] This diagram illustrates the position and dimensions of the locking parts (screws) that secure the chute member when the chute member's fixing portion is secured to the front panel PS2. [Figure 70] This diagram shows another configuration of the positional relationship when the medal selector 34, the chute member, and the return member are attached to the back of the front panel PS2. [Figure 71] This figure shows an example of an error history screen. [Figure 72] This figure shows an example of the error history screen when the front door is opened or closed while the error history screen is being displayed. [Figure 73] This figure shows an example of a time setting screen. [Figure 74] This is a list of error history display patterns for when multiple errors occur. [Figure 75] This diagram shows an example of the presentation when the notification state regarding the end of play is "normal state". [Figure 76] This diagram shows an example of a presentation when the notification state related to the end of operation is "operation notification state". [Figure 77] This figure shows an example of the presentation when the notification state related to the end of operation is "operation notification state". [Figure 78]This diagram illustrates the transitions in the notification state related to the termination of the service. [Figure 79] This diagram illustrates the relationship between the difference in the number of game media related to the stop-play state during bonus gameplay and the temporary stop-play flag. [Figure 80] This diagram illustrates the pre-notification image during bonus gameplay. [Figure 81] This diagram illustrates the notification state related to the shutdown when the power is cut off and then restored while the shutdown notification state is in the operation warning state. [Figure 82] This diagram illustrates the notification state related to the shutdown when the power is cut off and then restored while the shutdown notification state is in the operation warning state. [Figure 83] This diagram illustrates the notification state related to the shutdown when the power is cut off and then restored while the shutdown notification state is in the operation warning state. [Figure 84] This diagram illustrates the notification state related to the shutdown when the power is cut off and then restored while the shutdown notification state is in the operation warning state. [Figure 85] This diagram illustrates the notification state related to the shutdown when the power is cut off and then restored while the shutdown notification state is in the operation warning state. [Figure 86] This diagram illustrates the error image displayed when an error occurs during automatic payment. [Figure 87] This diagram illustrates the error image displayed when an error occurs during automatic payment. [Figure 88] This figure shows an example of payout specifications that span across advantageous periods. [Figure 89] This figure shows an example of payout specifications that span across advantageous periods. [Figure 90] This diagram shows the progress of the game and the way the bet lamps light up. [Figure 91] This diagram shows the progress of the game and the way the bet lamps light up. [Figure 92] This diagram shows the progress of the game and the way the bet lamps light up. [Figure 93] This diagram shows the progress of the game and the way the bet lamps light up. [Figure 94] This diagram shows the volume of effects under each situation. [Figure 95] This diagram shows a dangerous installation situation for amusement machines. [Figure 96] This diagram shows the movement of the selector when the gaming machine is installed in a normal and dangerous configuration. [Figure 97] This is a view of a gaming machine with its left side facing down, seen from the back of the front door. [Figure 98] This is a front view of a gaming machine, showing the configuration around the speaker. [Figure 99] This diagram illustrates the selector and return component when viewed from the back of the front door. [Figure 100] This is a view of the selector from the right side. [Figure 101] This is a diagram explaining the roulette gameplay. [Figure 102] This diagram explains the display content in the roulette animation. [Figure 103] This diagram illustrates the timing of the display of the switch effects used in the roulette animation. [Figure 104] This diagram explains the different types of settings confirmation animations. [Figure 105] This diagram shows the selection table for the setting confirmation animation. [Figure 106] This diagram shows a selection table of setting confirmation animations, where the probability of winning differs for each number of plays. [Figure 107] This figure shows the internal lottery data during non-RT (Replay Time) phases when a set value L is provided. [Figure 108] This figure shows the internal lottery data during RT1 when a set value L is provided. [Figure 109] This is a front view of the entire structure, as seen from the back of the front door. [Figure 110] This diagram shows the internal lottery in a new mode for initiating a favorable game state. [Figure 111]This diagram illustrates a game presentation that notifies a special stopping operation in a new mode of initiating a favorable game state. [Modes for carrying out the invention]
[0008] <Explanation of Terms> "Medals (number of medals)", "game medium (number of game mediums)", and "game value" are synonymous. "Bet", "BET", and "insert" in relation to game medium are synonymous and all refer to the act of wagering (placing) game medium. When representing a hexadecimal number, it is written as "0x〇〇" or "〇〇h", and when representing a binary number, it is written as "〇〇〇〇〇〇〇〇b" or "〇〇〇〇〇〇〇〇B", and unless otherwise specified before or after the number, it is represented in decimal. "Reel" may be referred to as "spinning mechanism", and all are synonymous. "Memory means" may be referred to as "RWM", "RAM", or "memory area", and all are synonymous. "Granting" used in "granting game medium" or "granting points", etc., may be referred to as "payout" or "acquisition", and all are synonymous. The "setting / reset switch" may be referred to as the "setting change switch" or "reset switch" depending on its function, but in both cases it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as separate switches. Depending on the operation, if a small win with a high payout or a small win with a low payout stops, the small win with a high payout may be called a "high-payout" (high-payout bell, high-payout small win are synonymous), and the small win with a low payout may be called a "low-payout" (low-payout bell, low-payout small win are synonymous). Note that if a combination of symbols that does not pay out stops in this case, it may be called a "missed combination" (missed combination is synonymous).
[0009] Hereinafter, embodiments of the present invention (hereinafter referred to as "this embodiment") will be described in detail with reference to the drawings.
[0010] <Description of PS1 slot machine> The components of the slot machine PS1 according to this embodiment will be described with reference to Figures 1 to 3.
[0011] The PS1 slot machine is broadly divided into two parts: the front panel (PS2) and the cabinet (PS3), where the necessary components and circuit boards are mounted. The sides of the PS1 slot machine's front panel (PS2) and cabinet (PS3) are joined by hinge and locking mechanisms. A lock key is inserted into the locking mechanism on the front panel (PS2), and by rotating it in a specific direction, the locking mechanism can be opened. In other words, the front panel (PS2) functions as a door to the cabinet (PS3).
[0012] <Front Panel PS2> The front panel PS2 (also referred to as front door PS2, front panel PS2, or simply front door) is a plate-shaped component with a design applied to it. The front side (player side) is equipped with a middle panel (including display window 4, operation instruction lamp 24, etc.), an operation panel 11 (including bet number display lamp 25, credit number display 26, acquired number display 27, etc.), a lower panel 5 (also referred to as lower panel 5), an upper lamp (also referred to as top lamp), or side display lamps (also referred to as side lamp), etc. The back side is equipped with a medal selector 34 (hereinafter sometimes simply referred to as "selector"), a display device 32, a sub-control board 1000, various circuit boards, etc., and a setting display LED (hereinafter sometimes referred to as setting value display LED, setting display, setting value display, setting display device).
[0013] <Display window 4> The display window 4 is an area located on the front panel PS2, allowing the symbols drawn on the reels to be seen when the front panel PS2 is closed. The symbols printed on the outer surface of the reel tapes fixed to the rims of the left reel 8a, middle reel 8b, and right reel 8c are configured to be visible from the front (player side) through the display window 4. When the reels are stopped, three consecutive symbols out of 21 symbols (the number can be freely designed to be 20, 16, etc., depending on the specifications) are visible. In other words, a total of 9 symbols (3 [symbols] x 3 [reels]) are visible through the display window 4. Here, of the stopping positions where the left reel 8a, middle reel 8b, and right reel 8c each stop three symbols, the uppermost stopping position is called the upper row, the middle stopping position is called the middle row, and the lowermost stopping position is called the lower row.
[0014] <Effective lines> The active lines are the symbol combination lines that are subject to the prize-winning determination process (described later) when the left reel 8a, middle reel 8b, and right reel 8c stop. In this embodiment, the active lines are visible from the display window 4 and consist of symbol combination lines (middle horizontal lines) that pass through the middle of each reel. When a symbol combination that stops on an active line is determined by the prize-winning determination process to correspond to any winning combination, processing is performed according to the stopped symbol combination. For example, when it is determined that a symbol combination corresponding to a minor winning combination such as a bell has stopped, the payout process for game tokens (hereinafter sometimes referred to as tokens, game medium, or game value) or the credit addition process is performed, and when it is determined that a symbol combination corresponding to a replay has stopped, the automatic bet process is performed.
[0015] Furthermore, depending on the PS1 slot machine, there may be five active lines: an upper horizontal line, a middle horizontal line, a lower horizontal line, an upward-sloping line, and a downward-sloping line. Alternatively, there may be six or more lines, including non-straight lines such as a roughly V-shape (left reel 8a lower, middle reel 8b upper, right reel 8c lower), a roughly Valley shape (left reel 8a upper, middle reel 8b lower, right reel 8c upper), and a roughly L-shape (left reel 8a upper, middle reel 8b lower, right reel 8c lower). The number of active lines may also change depending on the number of coins bet. The design can be freely adapted according to the specifications of the PS1 slot machine. In addition, straight lines other than the active lines may be referred to as invalid lines.
[0016] <Operation indicator lamp 24> The operation indicator lamps 24 are located around the display window 4 and instruct the player on the order in which to operate the stop switches 13 (described later) when the left reel 8a, middle reel 8b, and right reel 8c are rotating. Specifically, when the left operation indicator lamp 24a is lit (the middle operation indicator lamps 24b and right operation indicator lamps 24c are off), it indicates that the left stop switch 13a should be operated; when the middle operation indicator lamp 24b is lit (the left operation indicator lamps 24a and right operation indicator lamps 24c are off), it indicates that the middle stop switch 13b should be operated; and when the right operation indicator lamp 24c is lit (the left operation indicator lamps 24a and middle operation indicator lamps 24b are off), it indicates that the right stop switch 13c should be operated.
[0017] <Bed count indicator lamp 25> The bet count indicator lamp 25 (also referred to as the bet count indicator lamp 25, bet amount indicator lamp 25, number of bet indicator lamp 25, or number of bets indicator lamp 25) is located on the operation panel 11 and has the function of displaying the number of bets made by the player. It is composed of a 1-bet lamp 25a (not shown), a 2-bet lamp 25b (not shown), and a 3-bet lamp 25c (not shown). When one medal is bet, the 1-bet lamp 25a lights up. When a total of two medals are bet, the 1-bet lamp 25a and the 2-bet lamp 25b light up. When a total of three medals are bet, the 1-bet lamp 25a, the 2-bet lamp 25b, and the 3-bet lamp 25c light up. Although not shown, after a symbol combination related to a replay is displayed, when the automatic betting process is executed, the bet count indicator lamp 25 corresponding to the number of bets used in the game in which the replay was won lights up, and the replay lamp also lights up. The timing of the bet count indicator lamp 25 lighting up and the timing of the replay lamp lighting up may be simultaneous, or one of them may be configured to light up first.
[0018] <Credit count indicator 26> The credit count indicator 26 (also referred to as the credit / medal count indicator, medal count display device, game medium count indicator, or game medium count display device) is located on the operation panel 11 and consists of a segment indicator 26a (not shown) which mainly displays the upper digits of the credit count, and a segment indicator 26b (not shown) which mainly displays the lower digits of the credit count, both composed of a total of eight segments consisting of seven segments and decimal points (DP). The credit count refers to the number of medals that are credited (electrically stored) in the slot machine PS1, and a maximum of 50 can be stored. In addition, when normal gameplay cannot proceed, such as when an error is detected, a display related to the error may be shown.
[0019] <Number of acquired tokens display unit 27> The acquired tokens display 27 (also referred to as the acquired tokens display, acquired tokens display, payout tokens display, or payout tokens display) is located on the operation panel 11 and consists of a segment display 27a (not shown) which mainly displays the higher digits of the acquired tokens, and a segment display 27b (not shown) which mainly displays the lower digits of the acquired tokens, and a segment display 27b (not shown) which mainly displays the lower digits of the acquired tokens, and consists of a total of eight segments, including seven segments and decimal points (DP). The acquired tokens refer to the number of tokens paid out to the player (including those stored in the credits display 26) according to the results of the game in the slot machine PS1. In addition, when normal gameplay cannot proceed, such as when an error is detected, a display related to the error may be shown.
[0020] The credit count indicator 26 and the acquired coins indicator 27 display their respective information using segment indicators 26a, 26b, 27a, and 27b. In addition, they may also display information different from the credit count information and acquired coins information depending on whether the DP is lit or not. For example, information indicating that the player is in a favorable section (described later) or information indicating that a predetermined external signal is being output may be notified by litting the DP of one of the segment indicators. The acquired coins indicator 27 may also have the capability to notify the button press order using the display section for the upper and lower digits. When the acquired coins indicator 27 is used to notify the button press order, the acquired coins indicator 27 may be referred to as an instruction monitor.
[0021] <Control Panel 11> The control panel 11 is located approximately in the center of the front panel PS2. The control panel 11 is provided in a stepped manner with a roughly horizontal section and a vertical section extending approximately vertically downward from the tip of the horizontal section. The vertical section is provided with a start switch 12 and a stop switch 13, which will be described later. The horizontal section is provided with a medal slot 17, multiple bet switches (MAX bet switch 18, 1 bet switch 19), a sub-switch 20, a sub-cross key switch 21, an eject switch 22, a settlement switch (not shown), and a display switch (not shown), which will be described later.
[0022] <Start Switch 12> The start switch (also called the start lever) 12 is located on the vertical part of the operation panel 11. It consists of a lever-shaped operating part, and when not in operation, the start switch sensor is ON, and when in operation, the start switch sensor turns OFF, which is how the system determines that the start switch has been operated. The start switch 12 becomes active when the number of bets reaches a predetermined number, and upon receiving the operation of the start switch 12, it executes internal lottery processing (also called internal selection processing), instruction function processing, or reel rotation processing, etc. Furthermore, in this embodiment, since the input signal is low-active, the start switch input signal is OFF when the start switch sensor is ON when not in operation, and the start switch input signal is ON when the start switch sensor changes from ON to OFF during operation. However, it is not limited to this, and the system may be configured so that the start switch input signal is ON when the start switch sensor is ON. In other words, the predetermined number refers to the number of bets required to start the game.
[0023] Hereafter, when we simply refer to "the start switch is ON" or "the start switch is operated," it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON.
[0024] <Stop switch 13> The stop switch 13 is located on the control panel 11. In this embodiment, the left stop switch 13a corresponds to the left reel 8a, the middle stop switch 13b to the middle reel 8b, and the right stop switch 13c to the right reel 8c. When the stop switch 13 is operational, the color of a lamp on the body of the stop switch 13, or a lamp around it, changes to indicate that the stop switch 13 is active. For example, the lamp may light up blue when the stop switch 13 is operational and light up red when it is not operational. Alternatively, the lamp may light up when the stop switch 13 is operational and turn off when it is not operational.
[0025] <Coin slot 17> The medal slot 17 is located on the control panel 11. It has an opening for inserting medals and restricts the insertion of medals larger than the standard size. Multiple types of medal slots 17 are manufactured to accommodate the standard sizes of multiple types of medals, but the mounting specifications for all types of medal slots 17 are the same so that they can be commonly attached to the control panel 11.
[0026] Regarding the insertion of game media, the game media is not limited to the aforementioned medals. For example, it may be game balls used in pachinko machines (so-called parrots), or game media information stored on an electrical storage medium such as a magnetic card or flash memory may be input into the game machine, and the number of bets and the addition of winnings may be set based on the input game media information.
[0027] <Bet switches (MAX bet switch 18, 1 bet switch 19)> The bet switch is located on the control panel 11. When the bet switch is operated while there are stored tokens in the credit, a bet process is executed, and a bet amount setting process equivalent to inserting tokens into the token slot 17 is performed. However, if the bet switch is operated when there are no tokens stored in the credit, the bet process is invalid (the bet switch operation is not accepted). The MAX bet switch 18 consists of a pressable part operated by the player, a detection part that detects the operation of the pressable part, and a light-emitting part (also called the MAX bet lamp) that illuminates the pressable part. The 1 bet switch 19 consists of a pressable part operated by the player and a detection part that detects the operation of the pressable part (the 1 bet switch 19 does not have a light-emitting part).
[0028] The MAX bet lamp informs the player that betting is possible when the MAX bet switch is operated. Various notification methods are possible, such as lighting the MAX bet lamp in a predetermined color or flashing the MAX bet lamp at a predetermined interval. Conversely, when betting cannot be performed even when the MAX bet switch is operated, possible methods include lighting the MAX bet lamp in a specific color or not lighting the MAX bet lamp at all.
[0029] Furthermore, the slot machine PS1 is equipped with a MAX bet switch 18 that allows betting the maximum number of coins set for each machine (3 coins in this embodiment) and a 1 bet switch 19 that allows betting 1 coin. The system is configured to execute a MAX bet process when the MAX bet switch 18 is operated and to execute a 1 bet process when the 1 bet switch 19 is operated. The MAX bet process can be executed when the sum of the number of credits and the number of bets currently placed is 3 or more, and the number of bets currently placed is less than 3. The MAX bet process cannot be executed when the sum of the number of credits and the number of bets currently placed is less than 3 (in other words, when the number of bets will be less than 3 even if the MAX bet switch 18 is operated) or when 3 coins have already been bet. The 1 bet process can be executed when the number of credits is 1 or more and the number of bets currently placed is less than 3, and cannot be executed when 3 coins have already been bet.
[0030] Furthermore, each time the 1-bet switch 19 is operated, it performs a 1-bet process. If the 1-bet switch 19 is operated three times from a state where no bet has been placed, it becomes a 3-bet. Three operations of the 1-bet switch 19 are equivalent to one operation of the MAX-bet switch 18.
[0031] Furthermore, although an embodiment has been described in which the 1-bet switch 19 is disabled when 3 bets are made, it may also be configured so that when the 1-bet switch 19 is operated once while 3 bets are made, it returns to a 1-bet state and 2 credits are returned.
[0032] Furthermore, although we have described an embodiment in which the MAX bet process executed when the MAX bet switch 18 is operated is not executed when the number of bets is less than 3, it is also conceivable that a process bets the maximum number of bets currently available. In other words, it is conceivable that a process bet of 2 will be executed when the MAX bet switch 18 is operated while no bets have been made and the number of credits is 2.
[0033] Furthermore, the maximum number of coins that can be bet may be configured to differ depending on the game state. For example, the maximum number of coins that can be bet may be 3 during non-bonus periods and 2 during bonus periods.
[0034] <Sub-switch 20> The sub-switch 20 is located on the operation panel 11 and consists of a pressable part made of a translucent material for direct operation by the player, a detection part that detects when the pressable part is operated, and a sub-switch lamp that illuminates the pressable part of the sub-switch. This sub-switch 20 is mainly used to display a menu screen (sometimes called a user menu screen) on the display device 32, which will be described later. In addition to the sub-switch 20, the sub-control board 1000 also provides a sub-cross key switch 21 (up switch, down switch, left switch, right switch) and a performance switch (a switch that is operated using instructions during gameplay) as input means. The sub-switch 20 can also function as a trigger to activate the mobile terminal linkage system (hereinafter also referred to as the mobile terminal linkage system), which will be described later. Although the sub-switch 20 is used for the menu display function and the performance switch is used for operation during gameplay, they may be used as a common switch.
[0035] The menu screen displays items related to the game configuration, reel arrangement, volume adjustment, brightness adjustment, and mobile phone linkage system. Operating the up or down switch on the sub-directional key switch 21 controls the cursor to move up or down depending on which item is selected. Furthermore, when the sub-switch 20 is operated while the cursor is on any of the items, the details of that item are displayed. For example, when the sub-switch 20 is operated while the cursor is on the volume adjustment item, the volume adjustment screen is displayed, and the player can adjust the volume using the left or right switch on the sub-directional key switch 21.
[0036] Please note that the volume adjustment item on the menu screen here can only change the volume of game sounds; the volume of system sounds cannot be changed. Game sounds are sounds that can be output during gameplay or while waiting for gameplay to start, and include bet sounds, wait sounds, reel start sounds, and other sounds related to the game's effects. System sounds, on the other hand, are sounds that can be output mainly when gameplay is not possible, and include error sounds, complete function activation sounds, and other sounds related to the system. Each game sound has a set volume level, so even if the player volume is the same, not all game sounds will be output at the same volume. For example, when the player volume is at level 5 out of 10, the volume of the bet sound is 30 decibels, and the volume of the wait sound is 20 decibels.
[0037] Furthermore, the menu screen can be displayed when the sub-switch 20 is operated after the game has ended and no bets have been placed. Regardless of the current game state—whether it is a normal game, a continuous game, an AT game, or a demo screen (a screen that appears 60 seconds after the game ends, displaying the manufacturer's name and a game description in video)—operating the sub-switch 20 will display the menu screen. However, this embodiment is not limited to this one, and the menu screen may not be displayed even if the sub-switch 20 is operated during a continuous game or an AT game.
[0038] The volume may be changed using a rotary switch located inside the cabinet. Since the rotary switch is located inside the cabinet, it cannot be operated by the player. The rotary switch is for the administrator to operate and can set the baseline volume level that players can set. For example, if there are 8 levels of volume that players can set, the rotary switch can also set 8 levels, and if the rotary switch is set to "2", the initial volume of the volume adjustment item on the menu screen where players can adjust the volume will be "2". Alternatively, the rotary switch may be configured in such a way that players can set the volume within the range of volume levels set by the rotary switch.
[0039] <Switch for performance> The performance switch is located on the control panel 11 and consists of a pressable part made of a translucent material for direct operation by the player, a detection part that detects when the pressable part is operated, and a performance switch lamp that illuminates the pressable part of the performance switch. When the performance switch is operated while the performance switch is in a state where operation is valid, a performance based on the operation is executed. For example, when a continuous performance is being executed on the display device (hereinafter sometimes simply referred to as "LCD") 32, and the final game of the continuous performance displays either a "success" display (hereinafter sometimes referred to as a success performance) indicating that a bonus has been awarded, or a "failure" display (hereinafter sometimes referred to as a failure performance) indicating that a bonus has not been awarded, the performance switch may be operated to display either "success" or "failure".
[0040] Furthermore, when the effect switch is activated, the effect switch lamp illuminates to inform the player that the effect switch is activated. Possible illumination patterns for the effect switch include the lamp remaining off when the effect switch is inactive and illuminating when the effect switch is activated. Alternatively, the lamp could repeatedly turn on and off at regular intervals when the effect switch is activated.
[0041] Furthermore, when the performance switch is operational, the system indicates that the performance switch is operational by displaying a symbol resembling the performance switch on the LCD. When displaying a symbol resembling the performance switch on the LCD, the display is based on a command received from the main control means 100. For example, the system may display a symbol resembling the performance switch based on a start switch acceptance command, or it may display a symbol resembling the performance switch based on a full reel stop command.
[0042] Furthermore, by pressing the performance switch, the object to be detected, which is attached to the performance switch, can be moved to a detection position (on position) where it is detected by the sensor attached to the performance switch. If the object to be detected is detected by the sensor, the object to be detected can be moved to a non-detection position (off position) where it is not detected by the sensor by releasing the performance switch (an operation that returns the spring attached to the performance switch to its natural length by the force of the spring extending).
[0043] Although the effect switch was described using a push-button switch, it is not limited to this; a jog dial switch may also be used. Furthermore, any other structure is acceptable as long as it can detect the ON and OFF positions.
[0044] <Settlement switch> The settlement switch is located on the operation panel 11. When operated after the game has ended, it executes a settlement process to pay out the number of game tokens that have been bet and the number of game tokens stored in the credits to the player. In this embodiment, when the settlement switch is operated while there are bets and game tokens stored in the credits, the bet game tokens are paid out first, followed by the game tokens stored in the credits. However, the system is not limited to this, and the system may also execute a process to pay out the game tokens stored in the credits only when the number of bet game tokens is 0. That is, when the settlement switch is operated while there are bets, only the bet game tokens are paid out, and then when the settlement switch is operated again, the game tokens stored in the credits are paid out.
[0045] <Lower panel 5> The lower panel 5 is located below the front panel PS2. It is composed of two pieces of transparent resin joined together, with a design sheet sandwiched between them. The design sheet is printed with features that represent the unique characteristics of each slot machine PS1.
[0046] <Medal payout outlet 45> The medal payout opening 45 is located below the lower panel 5. It is an outlet for releasing medals dispensed from the hopper 44 (also called a hopper), which will be described later, to the outside of the slot machine PS1 (into the receiving tray 28). It also serves as a return opening for releasing medals removed from the medal selector 34, which will be described later, to the outside of the slot machine PS1.
[0047] <Tray 28> The receiving tray 28 (also called the "lower tray") is located below the lower panel 5. It has a roughly concave structure to receive and store the medals dispensed from the medal payout opening 45, and it protrudes towards the player so that the player can check the stored medals.
[0048] Furthermore, the tray 28 also has other functions, including a cigarette ashtray 29 and a sticker storage section 30 that houses a resin sheet to which a union license sticker, a patent sticker, and a model sticker are attached, and has an opening for display to the player.
[0049] <Speaker S> Speaker S is located at the top and bottom of the PS2 front panel. It is connected to the sub-control board 1000 by a harness (not shown), and Speaker S outputs sound effects that match the performance, as well as error sounds and warning sounds to indicate when an error has occurred.
[0050] <Display device 32> The display device 32 is located above the front panel PS2. It is a device capable of displaying images, and various devices such as liquid crystal displays, plasma displays, organic EL displays, and projectors can be used. It is electrically connected to the sub-control board 1000 and displays various performance images, as well as game instruction images that indicate the order in which to press the stop switch 13 and the position to press it during gameplay (when only the order of pressing is displayed, it is called an order navigation image (also referred to as an order of pressing image, operation order image, or operation sequence image); when only the position to press is displayed, it is called a timing navigation image (also referred to as a timing image, operation position image); or when both the order of pressing and the position are displayed, or as a higher-level concept of the order of pressing and the position, it may be called an operation mode navigation image (also referred to as an operation mode image)), error images when an error occurs, etc. In addition, some slot machine PS1 models do not have a display device 32. In addition, some slot machine PS1 models have multiple display devices 32. Even when multiple display devices 32 are provided, unless otherwise specified, "display device 32" refers to any one of the multiple display devices 32, or to all of the multiple display devices 32.
[0051] <Dot display, movable props, and other performance devices> Other display devices, such as dot displays and movable parts, are installed at any position on the front panel PS2, such as around the display window 4, on the middle panel, or on the lower panel 5. These other display devices are electrically connected to the sub-control board 1000 and display various display images and actions, as well as game instruction images and actions that indicate the order in which to press the stop switch 13 and the position to press it during gameplay, and error images and actions when an error occurs. These other display devices are installed as appropriate according to the model of the slot machine PS1. In addition, various devices such as liquid crystal displays, plasma displays, organic EL displays, and projectors can also be used as other display devices. In particular, in a game machine that is equipped with a liquid crystal display as an auxiliary other display device, the display device 32 may be called the main display device, and the liquid crystal display device may be called the sub-display device. In this case, the main display device has a larger display area than the sub-display device.
[0052] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the rear side of the front panel PS2 and is installed in the flow passage below the medal slot 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player using a sensor installed in the flow passage, a medal removal function that guides any non-standard medals to the receiving tray 28, an eject function that removes any medals jammed inside the medal selector 34 when the eject switch installed on the front of the front panel PS2 is operated, and a blocker function that removes medals inserted at times other than when medals are being accepted from the flow passage using an electrically driven blocking member (also called a blocker). Furthermore, if the medals inserted when medals are being accepted are valid medals, the medal selector 34 discharges the medals to the hopper 44 located downstream.
[0053] The various sensors within the medal selector consist of a passage sensor, insertion sensor 1, insertion sensor 2, and chute sensor. The passage sensor is the first sensor to detect medals inserted from the medal slot and is provided to count the number of inserted and ejected medals. Insertion sensors 1 and 2 are located downstream of the passage sensor and blocker and are provided to determine whether the passage is normal or abnormal by judging the passage time of medals passing through insertion sensors 1 and 2. Note that insertion sensor 2 is located downstream of insertion sensor 1. The chute sensor is located downstream of insertion sensor 2 and is provided to count the number of inserted and ejected medals. Since the functions of the passage sensor and chute sensor overlap, only one of them may be provided.
[0054] Furthermore, the aisle sensor, input sensor 1, input sensor 2, or chute sensor may either directly detect medals or other items (medals or fraudulent devices) using optical sensors, or a physical movable piece may move when it comes into contact with medals or other items, and the proximity sensor may detect the moved movable piece.
[0055] The blocker in the medal selector, when ON, allows the passage of game medals, and when OFF, it prevents the passage of game medals. Allowing the passage of game medals means that game medals inserted from the medal slot are guided to the hopper 44, and preventing the passage of game medals means that game medals inserted from the medal slot are not guided to the hopper 44.
[0056] The following describes the components of the PS3 cabinet in the PS1 slot machine.
[0057] <PS3 Cabinet> The PS3 cabinet is a rectangular box with an opening on one side. Inside, it houses a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as the "reset switch" or "setting switch"), a power supply 39, a main control board 100, an external output terminal board 47, and the like. It is also composed of a bottom plate, side plates (right side plate, left side plate), a top plate, and a back plate.
[0058] <Main control board 100> The main control board 100 is housed in the internal space created when the main control board case body and the main control board case cover are joined together. The main control board case body and the main control board case cover are sealed together by crimping to prevent easy opening and closing. The main control board 100 is fixed to the main control board case bracket inside the PS3 cabinet.
[0059] <Reel Unit 6> The reel unit 6 mainly consists of a reel frame, a left reel 8a, a middle reel 8b, and a right reel 8c. The reel unit 6 is mounted on the reel base 7 inside the center of the cabinet PS3 and secured by locking members (screws or rivets).
[0060] Each reel (left reel 8a, middle reel 8b, right reel 8c) consists of a reel base, reel tapes with multiple patterns attached to the outer circumference of the reel base, a stepping motor pivotally supported by the reel base, and a motor fixing base that secures the stepping motor and is considered part of the reel unit. Each reel tape has a different pattern arrangement.
[0061] When the player operates the start switch 12, the reels are accelerated, and after reaching a constant speed (approximately 80 rotations / minute), a timer interrupt process (hereinafter sometimes simply referred to as interrupt process) is executed once, and the stepping motor is moved one step each time to maintain a constant speed rotation state (constant speed rotation). Then, in response to the player's operation of the stop switch 13, the corresponding reel is moved at a constant speed to a stop position determined for each stop operation reception position, and after the reel has moved to the stop position, the brake is applied (a 4-phase excitation signal is output) to stop the rotation of the reel and terminate the excitation output.
[0062] Furthermore, each reel has an index on the spoke at its base, and an index sensor on the motor base of each reel detects the index to determine the position of the reference symbol (also called the initial symbol) during rotation for each revolution. In this embodiment, the stepping motor that drives the reels has 336 steps, and during constant-speed rotation, one revolution is completed in 336 timer interrupt processes. Also, during constant-speed rotation, a rotation failure detection counter is incremented every two timer interrupt processes, and a rotation failure is determined when the counter value of the rotation failure detection counter reaches 180. In other words, a rotation failure is determined if the reel does not complete one revolution even after 360 timer interrupt processes. The rotation failure detection counter is set to 0 when an index is detected, so that if the constant-speed rotation process is normal, the rotation failure detection counter will become 0 before reaching 180.
[0063] In this embodiment, a determination is made as to whether or not an index has been detected during constant-speed processing, but not as to whether or not an index has been detected during acceleration processing. However, the system is not limited to this configuration, and it is also possible to make a determination as to whether or not an index has been detected during both constant-speed processing and acceleration processing. With such a configuration, it becomes possible to make the system ready to accept stop requests from the player more quickly.
[0064] Furthermore, each reel's motor mounting base is equipped with a backlight unit, which is illuminated to highlight the stopped symbol after the reel has stopped, or to improve the visibility of the symbol while the reel is rotating.
[0065] <Hopper 44> The hopper 44 is a device primarily used to store tokens inserted by players. The hopper 44 is mounted on the bottom plate of the PS3 cabinet, engaging with rails, and is capable of sliding back and forth along the rails. The hopper 44 consists of a storage tank section that receives and stores tokens guided into the gaming machine from the token selector 34, a hopper motor that is driven by a drive signal input from the hopper drive means, a rotating disc pivotally supported by the hopper motor for aligning the tokens in the storage tank section, a token dispensing section equipped with a dispensing mechanism for dispensing tokens one by one into the receiving tray 28 by rotating the rotating disc, a token dispensing port from which tokens are dispensed by the token dispensing section, and a dispensing sensor that detects tokens being dispensed from the token dispensing port.
[0066] <Auxiliary Tank 46> The auxiliary tank 46 is configured to store medals, and medals stored in the hopper 44 exceeding its capacity are stored in the auxiliary tank 46 via a downward-sloping rail section provided in the storage tank section. The auxiliary tank 46 has a rectangular box structure, and when installed in the cabinet PS3, two full-capacity detection electrodes attached to the cabinet PS3 are exposed into the auxiliary tank 46 through through holes provided on at least one side. When a certain amount of medals are stored after being inserted through the medal slot, the two full-capacity detection electrodes become energized via the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of full-capacity detection electrodes is not limited to two, and the number of electrodes may be changed to three, for example. Furthermore, the method of full-capacity detection is not limited to using full-capacity detection electrodes, and full-capacity detection may be enabled by a sensor provided at a predetermined location that detects medals.
[0067] <Setting key switch 37> The setting key switch 37 is located in a setting key switch unit with a front-opening door, which is installed inside the slot machine PS1. Access is possible by opening the front panel PS2 and then opening the door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on while the machine is capable of accepting tokens, the current setting value can be checked. If the power-on recovery process (also called the power-on process) determines that the setting key switch 37 is on, the setting change process is executed.
[0068] <Power supply device 39> The power supply unit 39 is located on the lower left side of the front of the PS3 cabinet. The power supply unit 39 has a rectangular box structure, with a power switch 40 on the outside and a power supply board that generates voltage inside. The power supply unit 39 is individually connected to the reel mechanism board and the sub-control board 1000 via harnesses (not shown), and is further connected to the main control board 100 via harnesses, supplying power to the main control board 100.
[0069] The power supply unit 39 is configured to, when the power switch 40 is turned on, take power from outside the slot machine PS1, generate predetermined voltages, and supply these predetermined voltages to the main control board 100 and the sub-control board 1000, respectively. When the power switch 40 is turned off, the power supply unit 39 is configured not to take power from outside the slot machine PS1.
[0070] <External output terminal board 47> The external output terminal board 47 (also called the external centralized terminal board 47) is generally installed inside the PS3 cabinet of the PS1 slot machine and converts signals related to the game results output from the main control board 100 into signals in a predetermined format and transmits them to the outside of the PS1 slot machine. The contents of the game results include the number of coins inserted, the number of coins paid out, the number of bonuses (number of big bonuses, number of regular bonuses), and the door open signal. Other conditions for transmitting signals to the outside can be set based on predetermined information controlled by the main control board 100, such as when the machine enters AT mode, when a specific symbol combination is displayed, or when the value of a game-related counter reaches a predetermined value.
[0071] <Functional Block Diagram> A functional block diagram of the slot machine PS1 according to this embodiment will be explained with reference to Figure 4.
[0072] <Main control board 100> In this embodiment, the slot machine PS1 enables data communication by electrically connecting the main control board 100 (also referred to as the main control means 100, main control board 100, or main control means 100), which governs the general flow of gameplay, to the sub-control board 1000 (also referred to as the sub-control means 1000, sub-control board 1000, or sub-control means 1000), the door relay board (also referred to as the central display board), the reel mechanism board, the reset / setting switch 38, the setting key switch, etc. However, bidirectional communication between the main control board 100 and the sub-control board 1000 is not possible, and data communication is enabled by unidirectional communication from the main control board 100 to the sub-control board 1000.
[0073] The main control board 100 is equipped with a main control chip. The main control chip has a main control CPU, main control ROM, main control RAM, etc., which can communicate with each other via a bus. The main control chip also has built-in main control registers, and these built-in main control registers and the main control CPU can communicate with each other via a bus. Furthermore, the main control chip has general-purpose registers that the main control CPU can use for calculations, etc. (e.g., A register, B register, C register, D register, E register, H register, L register), a PC register that stores the program (return address) after a return instruction (e.g., RET instruction) following the execution of a program by a call instruction (e.g., CALL instruction), and interrupt registers (e.g., IFF1 register, IFF2 register) that manage the enabled and disabled states of maskable interrupts.
[0074] The main control chip controls the selection of roles (also called internal selection), reel drive control (also called reel control), payout control, etc., and communicates data to various boards as needed. In addition, when the main control means 100 notifies the sub-control means of information regarding the display of the selection role (press order, operation timing) after the internal selection has resulted in a winning role (AT role, AT target role, push order role, timing role, operation procedure role including both push order role and timing role), the sub-control means also transmits selection role information (selection role group information, information regarding the display of the selection role), so that the sub-control means can also notify the information regarding the display of the selection role. Note that all processes related to AT, such as transition to AT, extension of the number of AT games, and push order notification, are sometimes referred to as processes related to the instruction function. Furthermore, a "press order" feature is a conditional device in which the combination of symbols that stop and the number of game tokens awarded to the player differ depending on the order in which the reels are stopped (press order), while a "timing" feature is a conditional device in which the combination of symbols that stop and the number of game tokens awarded to the player differ depending on the timing of the stop button operation.
[0075] The main control ROM mounted on the main control board 100 has a storage capacity of "16KB or less," and has a usable area of "7.5KB or less" (also called the first program area) and the rest of the area outside the usable area (also called the second program area). The usable area has a control area of "4.5KB or less" (also called the first control area) in which the program executed by the main control board 100 is stored, and a data area of "3.0KB or less" (also called the first data area) in which only information other than the program (for example, internal lottery table information) is stored, or will be stored. The area outside the usable area has a control area (also called the second control area) and a data area (also called the second data area), similar to the usable area. The usable area stores programs related to the progress of the game, while the area outside the usable area stores programs related to anti-fraud measures and programs used for testing the gaming machine.
[0076] The main control RAM mounted on the main control board 100 has a memory capacity of "1024B or less," and consists of a usable area of "512B or less" (also referred to as the first work area) and the remaining area outside the usable area (also referred to as the second work area). The first work area is a memory area that can be rewritten according to the progress of the game, and the second work area is a memory area that can be rewritten when executing programs for anti-fraud measures and game machine testing.
[0077] The main control RAM built into the main control chip has the following memory areas: a memory area for switch status flags indicating the on / off state of the stop switch and the on / off state of the automatic settlement switch; a memory area for setting value information indicating one of the values from 1 to 6 to be set; a memory area for RT status information indicating which of the multiple RT states is currently in play; a memory area for specific condition devices indicating the winning state of specific condition devices such as bonuses; a memory area for game information where other information necessary for the game to proceed is stored; an unused memory area; a stack area where data saved from registers is stored; and a temporary stack area that is set when the power is turned on.
[0078] The triggers for initializing the main control RAM include the setting change process using the setting change means (sometimes referred to as "when the setting change device is activated" or "when the setting change mode is switched"), the power-off recovery process, and the start of each game. The scope of the main control RAM memory area to be initialized differs depending on the case.
[0079] If a power-off recovery fails during the configuration change process, or if recovery is impossible (a recovery error has occurred), the RAM area, excluding the switch status flag storage area, is set to data 0 (initialized). In other words, only the switch status flag is carried over from the state before the configuration change; for example, the RT state and condition device flags are cleared and not carried over. However, this is not the only option; all RWM areas, including the switch status flag, may also be initialized.
[0080] Furthermore, during the setting change process, if power recovery can be performed normally, or if recovery is not impossible, that is, if the setting change process is performed normally, data 0 is set in the RAM area excluding the area where the switch state flag storage area, the setting value information storage area, the RT state information storage area, and the specific condition device storage area are stored. In other words, the RT state, setting value data, and condition device flag are carried over so that the game can be played with the setting values after the setting change while maintaining the game state before the setting change. The setting value data is carried over from the information before the setting change, and new setting values are set in the subsequent setting change process, so it is used by the sub-control board 1000 to determine whether a setting change has been made.
[0081] Furthermore, during power-off recovery processing, data 0 is set to the unused memory area of the RAM area at the start of each game, and to the memory area of the stack area excluding the maximum usage area during RAM initialization at power-off recovery processing.
[0082] The main control built-in registers within the main control chip are used to configure the operation of various peripheral circuits (such as timer circuits) built into the main control chip and to control their functions.
[0083] For example, by writing data to a predetermined memory area of the main control's built-in register using a program stored in the main control ROM (also referred to as setting or storing), it is possible to configure settings related to the maskable interrupt processing (e.g., timer interrupt processing), which is one of the programs stored in the main control ROM (settings for the timer circuit).
[0084] <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. The sub-control chip includes a sub-control CPU, sub-control ROM, sub-control RAM, etc., which communicate with each other via a bus. The sub-control board 1000 can communicate bidirectionally with the performance control board and transmits data specifying the effects to be output to the speaker S, LED lamp, sub-switch 20, performance switches, etc. Information for the display device 32 is transmitted to the image control board. The sub-control board 1000 is also powered directly from the power supply board.
[0085] <Rodding mechanism circuit board> The reel mechanism board is a relay board that handles data communication between the reel motor, reel sensor, door switch, payout sensor, external output terminal board 47 (also called external centralized terminal board 47), etc., and the main control board 100. The reel motor controls the drive of the reels. The reel sensor is a sensor that determines whether the reels are operating normally, and transmits data to the reel mechanism board when a protruding piece (also called an index) passes through the sensor. The door switch is a sensor that determines whether the front door PS2 is open or not. The payout sensor is a sensor that determines whether the medals are passing through properly when they are dispensed from the hopper 44. The external centralized terminal board is a relay board for transmitting data to a hall computer outside the gaming machine. The reel mechanism board is also powered directly by the power supply board.
[0086] <Door relay board> The door relay board receives information from various sensors within the selector (insertion sensor 1, insertion sensor 2, aisle sensor, chute sensor), bet switch information, stop switch information, and payout switch information, and outputs information from blocker information, credit count information, bet count information, replay symbol combination display information, and payout amount information. The door relay board is electrically connected to the selector, bet switch, stop switch, payout switch, credit count indicator 26, payout amount indicator, replay lamp, 1-bet lamp, 2-bet lamp, 3-bet lamp, start lamp, medal insertion available lamp, and advantageous section lamp.
[0087] <Performance control board> The performance control board (also referred to as the performance control means) is electrically connected to the sub-switch 20, sub-cross key switch 21, performance switches, movable props, speaker S, backlight, LED lamps provided on the front panel PS2, and the image control board which controls the display content of the display device 32.
[0088] The performance control means is configured to enable bidirectional communication with the sub-control means 1000, and controls the output of performances to the performance device based on performance commands received from the sub-control means 1000.
[0089] The performance control means selects the performance content based on the result of the role draw by the internal lottery means. In this embodiment, multiple types of performance content are pre-defined, and the performance control means selects the performance content by lottery using software random numbers after the role draw by the internal lottery means is performed at the start of the game, etc.
[0090] Furthermore, the presentation content varies depending not only on the result of the role lottery but also on the result of the freeze lottery and the game state (RT state, freeze state), with multiple variations for each. Specifically, there are multiple types of presentation content for when a bonus is won, when a small role is won, when a replay is won, when no win occurs, etc.
[0091] The performance details specify what kind of performance (how the lamps light up, blink, or turn off, what kind of sound is output from speaker S, and what kind of image is displayed on display device 32, etc.) is output at what timing (when the start switch 12 is operated, when each stop switch 13 is operated, etc.) as the game progresses.
[0092] Furthermore, it is possible to configure the generation of effects output by the effects control means to be in response to operations by the player. For example, it is conceivable that the effects control means of the sub-control board 100 could generate effects based on sub-control commands transmitted from the main control board 100 in response to operation signals input to the main control board 100 from the start switch 12, stop switch 13, coin slot 17, bet switches (MAX bet switch 18, 1 bet switch 19), payout switch, etc. Alternatively, it is conceivable that the effects could be generated directly from the sub-control board 1000 in response to operation means such as sub-switches 20, sub-cross key switches 21, and effects switches, which are input to the sub-control board 1000. In addition, although the sub-control board 1000 and the effects control board are described as separate boards, they may also be configured as a single board. In that case, the sub-control board 1000 may be equipped with the functions and processing of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switches, movable props, speaker S, back lamp, LED lamp provided on the front panel PS2, and an image control board that controls the display content of the display device 32 may be electrically connected to the sub-control board 1000.
[0093] <Image control board> The image control board (also referred to as the image control means) is equipped with an image control ROM, a sound ROM, a cooling fan, etc., for specifically displaying the performance content on the display device 32.
[0094] <Supplementary information on circuit board configuration> The sub-control board and the performance control board may be configured on a single board, or the sub-control board, performance control board, and image control board may be configured on a single board. If the sub-control board and performance control board are configured on a single board, it may have two sub-control CPUs and performance control CPUs, or it may have just one CPU. The same applies when the sub-control board, performance control board, and image control board are configured on a single board.
[0095] <Power supply board> In this embodiment, the slot machine PS1 supplies power from the power supply board to the reel mechanism board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel mechanism board then supplies power to the main control board 100 and the door relay board. The supplied power is then electrically connected to each component. The power supplied to the sub-control board 1000 then supplies power to the performance control board and then to the image control board. The supplied power is then electrically connected to each component.
[0096] Next, we will explain the control of the main control board 100 that controls the gameplay of the gaming machine.
[0097] <Error type> Errors can be broadly classified into recoverable errors and unrecoverable errors.
[0098] <Recoverable Error> A recoverable error refers to errors related to the selector (medal stagnation error, medal reverse flow error, medal passage time error), errors related to the hopper 44 (hopper stagnation error, hopper empty error, abnormality detection error), door open error, harness disconnection error, etc. When a recoverable error is set, after removing the cause of the various recoverable errors and accepting the operation of the reset switch, the game can be resumed without having to turn the power back on. During a recoverable error, the display device 32, payout display, and various lamps display information about the error that has occurred in order to inform the player of what kind of error has occurred.
[0099] If a recoverable error is detected during gameplay, the game may be stopped at the time of detection, or after the game in which the recoverable error was detected has ended. By stopping the game during a recoverable error, damage to the game hall manager can be minimized, even if the recoverable error is caused by fraud. The conditions for recovering from a recoverable error state may include being configured to automatically recover when the cause of the error is removed, and an error that can be recovered without restarting the power is referred to as a recoverable error.
[0100] <Unrecoverable Error> In the slot machine PS1 of this embodiment, when an irrecoverable error occurs, interrupts are disabled, the output of the output port is cleared, and the progress of the game is restricted. In addition, the credit count display 26 displays an indication of the type of error to notify the player that the machine is in an irrecoverable state.
[0101] Furthermore, if a recoverable error is set, the recoverable error will be cleared when the reset switch (not shown) is operated. However, once an unrecoverable error is set, the unrecoverable error will not be cleared by operating the reset switch or simply restarting the power. In this case, the system is configured to clear the unrecoverable error by performing a setting change process. When the power is restarted during an unrecoverable error, after executing part of the power-off recovery process, the system controls the system by repeatedly displaying the unrecoverable error to prevent further game processing.
[0102] Unrecoverable errors include: when the number of tokens bet is not the specified number during the draw for winning combinations; when the value is not within the normal range during the setting value error check; when it is determined that the power-off process was not performed correctly during power-off recovery (sometimes referred to as "RWM (RAM) abnormality" or "RWM (RAM) error"); when a random number anomaly is determined, such as when a frequency anomaly of the crystal oscillator is indicated; and when, during the winning combination determination process, the symbol combination corresponding to a winning combination that has not been won on an active line is stopped.
[0103] Furthermore, if an unrecoverable error occurs, the game will stop regardless of whether you are currently playing or waiting for the next game to start (after the current game has finished until the next game begins).
[0104] <How to play, game flow> To play the PS1 slot machine, first insert tokens into the token slot 17, or use the pre-stored tokens to bet (MAX bet switch 18, 1 bet switch 19) to set a predetermined number of tokens to bet (also called the specified number). In this embodiment, the specified number is set to 3 tokens. Once the number of tokens to bet is set, the active paylines are activated and the game becomes playable.
[0105] When the maximum number of tokens that can be bet is reached and tokens are inserted into a new token slot, the number of game tokens stored in the credits increases. The maximum number of tokens that can be stored in the credits is limited to 50. If tokens exceeding the maximum number of tokens bet (3 tokens) and the maximum number of tokens that can be stored (50 tokens) are inserted into the token slot (54th token), the token selector's blocker is turned off (preventing the tokens from being inserted into the game machine), and the tokens are returned to the tray. In other words, when the maximum number of tokens bet and the maximum number of tokens stored in the credits are reached, the blocker is turned off (the passage to the hopper 44 in the selector is no longer formed).
[0106] The number of tokens bet is increased when tokens are inserted if the number of tokens bet is less than 3 (less than the maximum number of tokens bet in the game state at the time of insertion). Furthermore, tokens can be stored in the credits when tokens are inserted if the number of tokens bet is 3 (the maximum number of tokens bet in the game state at the time of insertion) AND the number of credits is less than 50 (less than the maximum number of credits that can be stored). In other words, when the sum of the number of tokens bet and the number of credits stored is less than 53, tokens will be entered into the game machine when tokens are inserted into the token slot. In addition, another condition for tokens to be entered into the game machine when tokens are inserted is that the game is in standby mode (the period between the end of one game and the start of the next game). For example, even in standby mode after a replay symbol combination has been displayed and automatic betting has been executed, the requirement for token insertion is met. In this case, since 3 tokens have been bet by automatic betting, the requirement for token insertion is met if the number of credits stored is less than 50.
[0107] Next, upon receiving an operation of the start switch 12, an internal lottery process is executed. After determining the result of the internal lottery process (also referred to as the winning combination lottery result or condition device number), it is determined whether the minimum play time (also referred to as the wait time (period) or 4.1-second timer) has elapsed. If the wait time has elapsed, the rotation of each reel begins. If the wait time has not elapsed, the reels remain stationary until the wait time has elapsed.
[0108] Next, when an operation (stop operation) is received for any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c), the reel corresponding to the operated stop switch 13 stops according to the result of the role lottery and the timing of the stop operation. When all reels have stopped (also called a complete stop), it is determined whether the stopped symbols determined at the time of stopping each reel are abnormal or not. If they are not abnormal, it is searched to find out which symbol combination the stopped symbols are, and according to the symbol combination found in the search results, processes such as paying out medals (including adding to credits), setting replays (automatic betting), setting bonus states, ending bonus states, setting RT states, and ending RT states are performed, and one game ends.
[0109] <Freeze processing> Freeze processing (also called freeze effect) which delays the progress of the game by temporarily pausing it for a predetermined period of time, includes, for example, temporarily pausing functions related to the progress of the game, such as receiving game media, receiving the operation of the bet switch to determine the number of tokens to bet for pre-credited game media, receiving the operation of the start switch 12 to start the game, or receiving the operation to stop the reels. The freeze processing (freeze effect) is controlled by the main control board 100.
[0110] As a freeze effect, all functions related to the progress of the game, as mentioned above, may be temporarily paused, or only some functions may be temporarily paused.
[0111] One way to temporarily suspend the game is to not perform control processing based on the player's operation (processing to form a passage for medals to be guided to the hopper 44 by blocker control, processing to set the number of medals to bet based on the operation of the bet switch, processing to rotate the reels or internal drawing based on the operation of the start switch 12, and processing to stop the reels based on the operation of the stop switch 13).
[0112] If an input signal based on the player's actions is issued during the period when the game is temporarily paused due to a freeze effect, the game will end later in a single game compared to when the freeze effect is not performed. This is achieved by either not performing control processing based on the input signal, not accepting the input signal, or delaying the transmission of the input signal until a predetermined period has elapsed.
[0113] Regarding the freeze effect performed based on the operation of the start switch 12, examples include cases where the reels do not rotate for a predetermined period when the start switch 12 is operated, and then rotate after the predetermined period has elapsed; cases where the internal lottery and reel rotation do not occur for a predetermined period when the start switch 12 is operated, and then perform the internal lottery and reel rotation after the predetermined period has elapsed; cases where the internal lottery is performed for a predetermined period when the start switch 12 is operated, but the reels do not rotate, and then rotate after the predetermined period has elapsed; cases where the start switch 12 is operated, the internal lottery is performed, and then a predetermined period is set during which the reels rotate or stop; and cases where the start switch 12 is operated, the internal lottery and reel rotation are performed, and then a predetermined period is set during which the stop acceptance of the stop switch 13 is disabled.
[0114] With regard to freeze effects performed based on the operation of the stop switch 13, the control processing for the freeze effect differs between a freeze effect performed based on the acceptance of the operation of the stop switch 13 and a freeze effect performed based on the fact that a specific symbol has stopped and is displayed on the reels as a result of the operation of the stop switch 13.
[0115] As a control process for the freeze effect performed based on the acceptance of operation of the stop switch 13, for example, if the left stop switch 13a is operated and a freeze occurs while all reels are rotating, the stop acceptance of the middle stop switch 13b and the right stop switch 13c is disabled after the left reel corresponding to the left stop switch 13a stops. As a result, for a predetermined period, the player will not be able to stop the rotating middle reel and the right reel, but since the stop acceptance of the middle stop switch 13b and the right stop switch 13c is enabled after the predetermined period has elapsed, the timing until the end of a game can be delayed.
[0116] As a result of accepting the operation of the stop switch 13, the freeze effect control process performed based on the fact that a specific symbol has stopped and is displayed on the reels may include, when a specific symbol has stopped and is displayed on each reel due to accepting the operation of a stop switch 13 other than the last stop switch 13, the acceptance of the stop of the last stop switch 13 may be invalidated, or, based on the fact that a specific symbol has stopped and is displayed on each reel due to accepting the operation of the last stop switch 13, the bet amount setting process based on the operation of the bet switch to start the next game, the insertion detection process of the game medium by the passage sensor, or the control process based on the automatic bet process performed when a replay stops on an active line may not be performed.
[0117] During the predetermined period in which the freeze effect is performed, game progress control based on the player's actions is temporarily suspended, but game machine operations that do not affect the progress of the game can still be performed. For example, even if stop control processing based on the operation of the stop switch 13 is not performed, the reel rotation pattern can be arbitrarily set to rotate in the normal rotation pattern, or to rotate at a slower or faster speed than normal.
[0118] Examples of reel rotation patterns during a predetermined period include rotating the reels in the opposite direction to normal rotation (so-called reverse rotation), rotating the reels a predetermined number of times and stopping a specific combination of symbols, stopping one of several reels and keeping the others rotating, changing the rotation speed of the reels, or changing the operation of the reels due to the player's actions.
[0119] The predetermined period during which the freeze effect is performed can be changed according to predetermined conditions. Here, predetermined conditions include the detection of signals based on the status of operation of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, or settlement switch, etc.) and the results of the freeze lottery. Furthermore, changing the conditions includes shortening or lengthening the predetermined period during which the freeze effect, in which the progress of the game is temporarily paused, or switching the rotation pattern of the reels.
[0120] Control processes to shorten the pause period include forcibly ending the pause period or rewriting it to a shorter period. Control processes to lengthen the pause period include adding another period after the pause period or rewriting the pause period to a longer period. Furthermore, the pause period based on the freeze effect does not need to have an upper limit, and may continue until a certain result is reached based on the result of the operation reception.
[0121] The pause period for the freeze animation may be set after the wait period has elapsed, or it may be set to include the wait period. If the wait period is included, the wait period and the freeze animation period are compared. If the freeze animation finishes during the wait period, the freeze animation is executed during the wait period. If the freeze animation does not finish during the wait period, the freeze animation period may be set to start after the wait period, or the remaining wait period may be restarted after the freeze animation finishes. Furthermore, if there is only a freeze animation period that is longer than the wait period, the process of comparing the wait period and the freeze animation period may be omitted, and the freeze animation may start after the start switch 12 is operated (after the internal lottery process).
[0122] As a freeze effect, it is also possible to perform a freeze effect (also called a simulated game) during the acceleration process, making it appear as if a normal game is in progress. In the simulated game, the start switch 12 is operated, and a simulated game period is set during the acceleration process of the reels after the internal lottery has been performed. During the simulated game period, the reel rotation is controlled as in a normal game (reel rotation is controlled based on the operation of the start switch based on the start of the simulated game), and the reel stop control is performed based on the operation of the stop switch 13. It is also possible to configure the system so that the reels rotate again when the start switch 12 is operated during the simulated game period. However, internal lottery processing based on the operation of the start switch 12 and winning determination processing or payout control processing based on the operation of the stop switch 13 are not performed.
[0123] Furthermore, in simulated gameplay, when the reels stop due to the operation of the stop switch 13, or when the reels stop automatically as part of a reel animation, each stopped reel is made to shake up and down (a so-called shaking motion). This allows the player to determine whether they are playing a normal game or a simulated game when they operate the stop switch 13.
[0124] Furthermore, when performing acceleration processing to start the actual game (sometimes referred to as "main game") after the simulated game has ended, random delay processing is performed to randomize the start timing of each reel's rotation. This is because, for example, if the main game starts with the same relative positions of the symbols after stopping a combination of 7s during the simulated game, it would be easier to line up the 7s in the main game (so-called assistance for precise reel stopping). To prevent this, random delay processing is used to randomize the start timing of each reel's rotation in order to scatter the combinations of symbols that stopped during the simulated game.
[0125] The random delay process sets a timer for each reel to wait for the start of rotation, updates the set timer value with each timer update process in the interrupt handling, and starts rotation from the reel whose set timer value becomes 0. If, as a result of the random delay process, all reels' timer values become 0 and it is determined that all reels are rotating at a constant speed, it becomes possible to accept stop operations from the stop switches for the reels.
[0126] If random delay processing is not incorporated, the system may instead store the symbol combinations before the start of the simulated game, and then return the symbol positions to those combinations before starting the actual game and before the reels begin to spin.
[0127] <Pattern combinations that do not require technical skill> A symbol combination that does not require skill intervention refers to a symbol combination that, regardless of when the stop switch 13 is operated while the reels are spinning, will always stop on the active payline to display the winning combination. For example, when bell symbols are placed at intervals of 3 symbols on all reels, bell-bell-bell will always stop (100% pull-in rate), so this can be said to be a symbol combination that does not require skill intervention. Hereafter, a 100% pull-in rate will be referred to as PB=1, and a winning combination where the pull-in rate on all reels is 100% will be referred to as a PB=1 combination.
[0128] Conversely, PB≠1 means that, depending on the timing of the stop switch 13 while the reels are rotating, the winning combination of symbols may not stop. For example, if there is a section within the pull-in range where there are no symbols related to the winning combination (e.g., separated by 5 symbols), then PB≠1, and that winning combination may be referred to as a PB≠1 combination.
[0129] <Priority control for small wins, priority control for bonuses> Prioritizing small wins means that when a small win and a bonus are won simultaneously, or when a small win is won within a bonus, if it is possible to draw in both the symbols related to the small win and the symbols related to the bonus, the symbols related to the small win will be drawn in.
[0130] Bonus priority control means that when a small win and a bonus are simultaneously won, or when a small win is won during a bonus round, if it is possible to draw in both the symbols related to the small win and the symbols related to the bonus, the symbols related to the bonus will be drawn in.
[0131] Furthermore, since replays have the highest priority and cannot be missed, when the condition flags for replays and minor wins, or replays and bonuses, are turned on simultaneously, the machine is designed to always draw in symbols related to replays.
[0132] <Normal section> The "normal section" is a section in which processing related to the instruction function cannot be performed. When a button-press sequence win occurs in the normal section, the system executes a process to send masked information (performance group number) indicating which button press sequence was won to the sub-control means 1000. Furthermore, when a button-press sequence win occurs in the normal section, the button press sequence (both correct and incorrect) is not displayed on the instruction monitor. As a result, in the normal section, neither the main control means 100 nor the sub-control means 1000 announces the button press sequence even when a button-press sequence win occurs, so it is never clear whether the sequence is correct or incorrect when a button-press sequence win occurs in the normal section. In other words, it is a game section in which the AT state is not activated.
[0133] <Advantageous period> The advantageous period is a period in which processing related to the instruction function can be executed, and it is set up to suppress excessive medal acquisition through AT (Attack Time). If you win the advantageous period transition lottery, which is executed in the normal period, you can transition to the advantageous period. In the advantageous period, it is possible to conduct a lottery to transition to AT or to enter AT state, but in order to suppress the excessive medal acquisition mentioned above, the advantageous period is designed to end based on certain conditions and transition back to the normal period. in particular, 1) When 1500 games have been played since the next game after transitioning to the first advantageous period. 2) When you acquire more than 2400 medals in the next game after entering the first advantageous period. 3) When any condition is met These are some examples. These measures help to suppress excessive medal acquisition. Note that the 1500 games in 1) may be 4000 games, or 65535 games, which is the maximum value that can be stored in a 2-byte memory area, or the system may be configured so that the advantageous period does not end after a predetermined number of games have been played. Also, the arbitrary conditions in 3) include, for example, when one AT ends, or when a specific combination of symbols is displayed.
[0134] If it is a favorable period, information indicating that it is a favorable period (also referred to as the favorable period type) is stored in a predetermined RAM area. If the value stored in the RAM area is 0 (favorable period type is 0), it indicates that it is a normal period, and if the value stored in the RAM area is 1 (favorable period type is 1), it indicates that it is a favorable period.
[0135] <Advantageous Section Lamp> An advantageous zone lamp is provided on the main side to indicate whether the player is in an advantageous zone. This allows players to easily determine whether they are in an advantageous zone by checking whether the advantageous zone lamp is lit or not. Specifically, if the DP on the credit count indicator 26 is lit, it indicates that the player is in an advantageous zone, and if the DP on the credit count indicator 26 is not lit, it indicates that the player is not in an advantageous zone. The timing of when the advantageous zone lamp lights up includes after all reels have stopped, after the bet switch operation has been accepted, when the first coin inserted by manual insertion is detected, when the second coin inserted by manual insertion is detected, when the third coin inserted by manual insertion is detected, after the start switch has been accepted, or after a winning combination has been selected by internal lottery. In addition, the conditions for the lamp to always light up include being in an advantageous zone, and when the operation procedure information for the winning combination has been announced, and the payout rate (maximum payout rate) of the announced game exceeds 1 (increases).
[0136] Furthermore, due to the lack of a specific button-press sequence for small wins (especially small wins among button-press sequences), the payout rate does not exceed 1. However, the machine is configured to illuminate the advantageous section lamp even when indicating a button-press sequence for transitioning to an RT (Replay Time) with a high replay probability. This is to inform the player that they are in a favorable state using the advantageous section lamp, and to prevent players from suffering losses due to not understanding the machine's specifications.
[0137] Furthermore, if the conditions for lighting the advantageous section lamp as described above are not met, the timing of lighting the advantageous section lamp after transitioning to a new advantageous section can be left to the player's discretion.
[0138] Furthermore, once the advantageous period lamp is lit, it will remain lit until the advantageous period ends. The advantageous period lamp will then be turned off before the start switch operation is accepted for the next game after the advantageous period has ended (after all reels have stopped, after the bet switch operation is accepted, when the first coin inserted manually is detected, when the second coin inserted manually is detected, or when the third coin inserted manually is detected).
[0139] This configuration allows the game to be in an advantageous period even when the advantageous period lamp is not lit, giving players the expectation that processing related to the instruction function will be executed even when the advantageous period lamp is not lit. As a result, while conventional games simply involved waiting to transition to an advantageous period during a normal period, with the gaming machine of this embodiment, it is possible to maintain the player's motivation to play because there is a possibility that AT transition lotteries and other processes are being conducted even when the advantageous period lamp is not lit.
[0140] Furthermore, a favorable section type of 1 does not necessarily mean that the game is in a favorable section. This is because in a game that is in a normal section (favorable section type is 0) and the player wins the favorable section transition lottery, the favorable section type becomes 1, but the game state is still in a normal section because the transition to a favorable section has not yet occurred. When performing the process to send a test signal indicating whether the game is in a favorable section or a normal section, referring to the favorable section type would result in sending a signal for a favorable section even though the game is in a normal section, thus sending a signal that does not reflect the actual state.
[0141] To prevent this situation, when sending a test signal indicating whether it is a favorable section or a normal section, the system is configured to refer to the value of the favorable section clear counter. When the value of the favorable section clear counter is 0, the system executes a process to output a test signal indicating that it is a normal section. When the value of the favorable section clear counter is not 0 (the value of the favorable section clear counter is between 1 and 1500), the system executes a process to output a test signal indicating that it is a favorable section. With this configuration, the process for outputting the test signal only needs to determine whether the value of the favorable section clear counter is 0 or not, allowing the state to be accurately identified, thus relieving pressure on program capacity and improving program execution speed. Furthermore, even when the favorable section is terminated by an arbitrary termination condition, as mentioned above, the value of the favorable section clear counter is set to 1, so the process for outputting the test signal can accurately output that it is a favorable section even when the game ends in the favorable section.
[0142] <Main game state> The main game state is a game state managed by the main control means and is not necessarily the same as the RT state. For example, the main game state is defined to correspond to the AT, sub-bonus, CZ, normal section, etc., which will be described later. If only the main game state changes, the probability of determining the internal lottery result by the internal lottery means does not change. The main game state is for the main control means to manage the game state, and the performance related to instruction functions such as AT winning probability, freeze winning probability, or output trigger to external terminals is determined for each main game state.
[0143] <at> "AT" is an abbreviation for "assist time" and is also referred to as the notification period. It is a period for facilitating the winning of the winning combination of the role that the player has won by role lottery (hereinafter referred to as "notification"). Generally, as means of notification during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as operation procedures and operation modes.
[0144] <Sub-bonus> The sub-bonus is a type of AT and is different from the bonuses (1st type BB, 2nd type BB, RB, CB, SB described later) that can be won by internal lottery. Basically, it is the same as AT, but it is characterized in that when the sub-bonus starts, the sub-bonus start symbol combination is stopped by reel production, pseudo-game, or pressing order, etc. Note that even when simply referred to as "AT", it should be added that it is a concept including the sub-bonus.
[0145] <Grouping of selectable roles> When a selectable role is won during non-AT, the main control means 100 transmits the production group number indicating that the selectable role has been won to the sub-control means 1000. When a selectable role is won during AT, the production group number and operation procedure information are transmitted to the sub-control means 1000. In other words, during non-AT, since the operation procedure information is not transmitted to the sub-control means 1000, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, during non-AT, it is unclear which operation procedure will display a symbol combination advantageous to the player, and during AT, since the operation procedure information for displaying a symbol combination advantageous to the player is transmitted, the operation procedure can be notified by the liquid crystal display device or the operation instruction lamp on the side of the sub-control means 1000. Thereby, the player can easily recognize the operation procedure, and furthermore, it is possible to suppress the illegal acquisition of the operation procedure information during non-AT.
[0146] <Processing related to the instruction function> The processing related to the instruction function is a concept that includes not only AT-related lotteries such as AT transition lottery, AT bonus lottery, updating of AT termination conditions (addition / subtraction of AT game count, addition / subtraction of AT execution notification count), and AT execution (notification of operation mode), but also processing related to the management of the AT state. This processing related to the instruction function can be executed at a predetermined number of bets for each game state, and if multiple bet counts are set as prescribed numbers for a given game state, the processing is configured to be executed only when one of the bet counts is selected. For example, if 2-coin and 3-coin bets are possible in the internal bonus state, the processing related to the instruction function can only be executed when playing with a 3-coin bet, and it cannot be executed when playing with a 2-coin bet. In other words, when playing with a 2-coin bet, even if an AT lottery target role is won, the AT lottery will not be conducted, and the number of AT game plays will not be updated according to the progress of the game. Furthermore, if the SB (Single Bonus) or CB, which ends in one game, is a game exclusively for 2-coin bets, and the game after the SB or CB ends is a 2-coin or 3-coin bet, then if the number of coins automatically bet when a replay is won in the SB or CB is 2, then the processing related to the instruction function will become impossible to execute in the game after the SB or CB ends (the processing related to the instruction function is possible with a 3-coin bet). Therefore, the number of coins automatically bet when a replay is won in the SB or CB is set to 3. In this way, the processing related to the instruction function can be executed even in the game after a replay is won in the SB or CB, thus eliminating games that are disadvantageous to the player. As mentioned above, the processing related to the advantageous period is configured to be executed regardless of the number of bets.
[0147] <Instruction Monitor> During AT mode, when providing information regarding the operation procedure for button press combinations, the acquired coin display may be used to provide this information. Specifically, for button press combination A (left, middle, right correct), "1" will be displayed on the instruction monitor; for button press combination B (left, right, middle correct), "2" will be displayed on the instruction monitor; for button press combination C (middle, left, right correct), "3" will be displayed on the instruction monitor; for button press combination D (middle, right, left correct), "4" will be displayed on the instruction monitor; for button press combination E (right, left, middle correct), "5" will be displayed on the instruction monitor; and for button press combination F (right, middle, left correct), "6" will be displayed on the instruction monitor.
[0148] With this configuration, players can find out the correct button sequence by checking the instruction monitor. Furthermore, since the instruction monitor is controlled by the main control board, it can accurately display the button sequence even if the sub-control board is illegally modified.
[0149] Furthermore, if the instruction monitor is used as both a display for the number of coins won and a display for the number of coins won, the lower digits may be the aforementioned numbers (1-6), and the upper digits may be the identifier "=". In this case, the identifier allows the player to determine whether the display for the number of coins won is showing the number of coins won or the button press order, thus avoiding interference with the player's understanding.
[0150] Furthermore, if the instruction monitor is configured as a dedicated display unit, a 3-digit 7-segment display may be used. The reason for using 3 digits is that it corresponds to the number of reels. Then, for button press combination A (left, middle, right correct), "123" is displayed on the instruction monitor; for button press combination B (left, right, middle correct), "132" is displayed; for button press combination C (middle, left, right correct), "213" is displayed; for button press combination D (middle, right, left correct), "312" is displayed; for button press combination E (right, left, middle correct), "231" is displayed; and for button press combination F (right, middle, left correct), "321" is displayed. With such a configuration, the button press order on the instruction monitor becomes easier to grasp intuitively, and players can easily understand the correspondence between the button press order and the display on the instruction monitor.
[0151] The timing for displaying the button press sequence on the instruction monitor is preferably at a point during the advantageous period, after a button press sequence has been awarded by an internal lottery based on the operation of the start switch, and before the stop switch becomes operable. With such a configuration, the button press sequence can be notified before the player operates the stop switch, thus preventing the player from stopping the machine with an incorrect sequence of buttons.
[0152] <Status display monitor (Ratio monitor)> The payout ratio monitor is a display device that switches between and displays the cumulative advantageous section ratio or cumulative payout ratio including instructions (selectable according to the specifications of the gaming machine; also called the payout ratio including instructions), the continuous payout ratio for the most recent 6000 games, the payout ratio for the most recent 6000 games, the cumulative continuous payout ratio, the cumulative payout ratio, and the cumulative payout state ratio every 4800ms. It uses four 7-segment LEDs (with DP) to display a four-digit number. The upper two digits of the four-digit number displayed by the four 7-segment LEDs are called the identification segment, and the lower two digits are called the ratio segment.
[0153] In the context of the bonus feature ratio, "bonus feature" refers to Type 1 special bonus features (so-called RB), Type 2 special bonus features (so-called CB), and regular bonus features (so-called SB). The "bonus feature ratio" is calculated as: Payouts during bonus feature operation ÷ Total payouts × 100. Payouts during the operation of Type 1 special bonus feature continuous operation devices (so-called BB) and Type 2 special bonus feature continuous operation devices (so-called MB) are included in "payouts during bonus feature operation," but payouts during general gameplay during BB or MB are not included. "Payouts" is a term that does not subtract the number of coins inserted; in the case of payouts minus number of coins inserted, it is called the difference in coins (difference). In addition, the concept of Type 1 special bonus feature continuous operation devices and Type 2 special bonus feature continuous operation devices is sometimes simply referred to as bonus feature continuous operation devices.
[0154] In the context of the continuous bonus ratio, "continuous bonus" refers to the Type 1 Special Bonus (so-called RB), and the "continuous bonus ratio" is calculated as: payouts during Type 1 Special Bonus operation ÷ total payouts × 100. Payouts during the operation of the Type 1 Special Bonus continuous operation device (so-called BB) are included in "payouts during bonus operation," but payouts from general gameplay during BB are not included in "payouts during bonus operation."
[0155] In the "Instruction-Included Bonus Ratio," "Instruction-Included Bonus" refers to the payouts from games where the instruction function is activated (so-called AT) in addition to the aforementioned "bonus," and the "Instruction-Included Bonus Ratio" is the ratio calculated as (payouts while the instruction function is active, or payouts while the bonus is active) ÷ total payouts × 100. Here, (payouts while the instruction function is active, or payouts while the bonus is active) does not refer to the payouts from games where both the instruction function and the bonus were active, but rather the sum of the payouts from games where the instruction function was active and the payouts from games where the bonus was active. If a game in which the instruction function was active was also a game in which a bonus was active, the payouts from that game will be (payouts while the instruction function is active, or payouts while the bonus is active), rather than the sum of the two payouts. Note that if a player makes a mistake in operating the stop switch during a game in which AT is active, they may not receive the maximum payout, but in this case, the calculation will be based on the actual payout.
[0156] The information displayed on the payout ratio monitor, specifically the information displayed on the identification segment, is used to identify which of the following ratios is being displayed: cumulative advantageous section ratio, cumulative bonus ratio including instructions, consecutive bonus ratio over the last 6000 games, bonus ratio over the last 6000 games, cumulative consecutive bonus ratio, cumulative bonus ratio, and cumulative bonus state ratio. These are displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H." respectively. For example, if "7U." is displayed on the identification segment, it indicates the cumulative advantageous section ratio, and if "6Y." is displayed on the identification segment, it indicates the consecutive bonus ratio over the last 6000 games. The "." displayed on the payout ratio monitor refers to decimal points.
[0157] The information displayed on the ratio monitor, specifically the ratio segment, is intended to allow users to visually confirm the calculation results of various ratios. It is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" will be displayed on the ratio segment. The decimal part of the calculated result is truncated before display. If the calculation result is 100, "99" will be displayed. Furthermore, if the cumulative number of games played is less than 400, "00" will be displayed on the ratio segment.
[0158] The identification segment will flash if the cumulative number of games falls below the standard number of games. The standard number of games is determined according to various ratios: 175,000 games for the cumulative advantageous section ratio, 175,000 games for the cumulative bonus ratio including instructions, 6,000 games for the consecutive bonus ratio over the latest 6,000 games, 6,000 games for the bonus ratio over the latest 6,000 games, 17,500 games for the cumulative consecutive bonus ratio, 17,500 games for the cumulative bonus ratio, and 175,000 games for the cumulative bonus state ratio.
[0159] The ratio segment will flash if the displayed value is above the threshold. The threshold is determined according to the various ratios: it is 70 for the cumulative advantageous section ratio, 70 for the cumulative bonus ratio including instructions, 60 for the consecutive bonus ratio over the most recent 6000 games, 70 for the bonus ratio over the most recent 6000 games, 60 for the cumulative consecutive bonus ratio, 70 for the cumulative bonus ratio, and 50 for the cumulative bonus status ratio. If the cumulative number of games is less than 400 and the calculation result is above the threshold, but the ratio segment displays "00", the ratio segment will be displayed in a lit state.
[0160] To verify that the payout ratio monitor is functioning correctly, a test pattern is displayed on the identification segment and ratio segment for 4800ms after power is turned on and timer interrupt processing is initiated. The test pattern displays all segments (including DP) of the four 7-segment LEDs that make up the payout ratio monitor in a blinking pattern. For example, "8.8.8.8." can be displayed in a blinking pattern. In addition to being displayed after power-on, the test pattern may also be displayed during setting changes, setting verification, or RWM (RAM) error.
[0161] In the identification segment, if the cumulative number of games falls below the standard number of games, in the ratio segment, if the displayed value is above the threshold, and in the identification segment and ratio segment, if a test pattern is displayed, the segment is displayed in a blinking pattern. Specifically, the blinking pattern is displayed by switching between on and off every 300ms, such as on for 300ms → off for 300ms → on for 300ms → off for 300ms → ... Furthermore, when switching between various ratio information, the display starts from on, so that the display period of various ratio information does not become longer or shorter depending on the timing of on and blinking.
[0162] As mentioned above, the cumulative advantageous section ratio or cumulative bonus ratio including instructions, the continuous bonus ratio for the latest 6000 games, the bonus ratio for the latest 6000 games, the cumulative continuous bonus ratio, the cumulative bonus ratio, and the cumulative bonus state ratio displayed on the bonus ratio monitor are configured to switch display content every 4800ms. By setting this 4800ms to a multiple of 600ms, which is one set of on and flashing, it is possible to configure the system so that at least one of the 7-segment LEDs is always lit when switching between the various ratios displayed on the bonus ratio monitor, even when the display is in flashing mode.
[0163] By configuring it in this way, the display starts from the illuminated state even when various ratio information switches, making it possible to continuously display a seamless display without any discrepancies in the blinking cycle.
[0164] Furthermore, since the display period for the test pattern after power-on is set to 4800ms, the 7-segment LED will turn off once the test pattern has finished displaying for 4800ms. In the next timer interrupt process, it will be possible to display information regarding the cumulative advantageous section ratio or the cumulative instruction-included bonus ratio by turning the LED back on.
[0165] Next, we will explain the control method for the flashing display in the role ratio monitor.
[0166] The performance ratio monitor has a memory area (_TM_CHG_FLS) for managing the time it takes to switch between on and off to make the display blink. This memory area (_TM_CHG_FLS) is a 2-byte memory area, and it is incremented by 1 each time a timer interrupt is executed. The memory area (_TM_CHG_FLS) is initialized (stored as 0) when the power is turned on, and thereafter cycles through values from 0 to 299 each time a timer interrupt is executed. In other words, the value after 299 is 0.
[0167] Example 1) When the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off is "0", an update operation is performed, and the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off becomes "1". At this time, the carry flag becomes 1 (because a carry occurs as a result of the calculation "0-299", the carry flag becomes 1).
[0168] Example 2) When the memory area for managing the time to switch between on and off (_TM_CHG_FLS) is "298" and an update is performed, the memory area for managing the time to switch between on and off (_TM_CHG_FLS) becomes "299". At this time, the carry flag becomes 1 (because a carry occurs as a result of the calculation "298-299").
[0169] Example 3) When the memory area for managing the time to switch between on and off (_TM_CHG_FLS) is "299" and an update operation is performed, the memory area for managing the time to switch between on and off (_TM_CHG_FLS) becomes "0". At this time, the carry flag becomes 0 (because the calculation "299-299" does not result in a carry-over, the carry flag becomes 0).
[0170] As mentioned above, if the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off is a value between 0 and 298, the carry flag will be 1, and if the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off is 299, the carry flag will be 0. In other words, the carry flag will be 0 every 300ms.
[0171] When the carry flag becomes 0, the system is configured to update the blinking toggle flag (_FL_CHG_FLS). The blinking toggle flag (_FL_CHG_FLS) is initialized (stored as 0) when the power is turned on. When 0 is stored in the blinking toggle flag (_FL_CHG_FLS), the payout ratio monitor is turned on, and when 1 is stored in the blinking toggle flag (_FL_CHG_FLS), the payout ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300ms, by repeatedly storing 0 and 1 in the blinking toggle flag (_FL_CHG_FLS) every 300ms, the display mode of the payout ratio monitor can repeatedly display (blink) between the on state and the off state every 300ms.
[0172] The ratio monitor is displayed in a blinking mode when the cumulative number of games in the identification segment is less than the standard number of games, when the displayed value in the ratio segment is above the threshold, or when a test pattern is displayed in the identification segment or the ratio segment. In all other cases, the display is set to a steady-on mode without referring to the blinking toggle flag (_FL_CHG_FLS). However, regardless of whether the blinking toggle flag (_FL_CHG_FLS) is referred to or not, the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is updated with each timer interrupt process. Therefore, the blinking toggle flag (_FL_CHG_FLS) is also updated as needed, and even when switching from a state where the blinking toggle flag (_FL_CHG_FLS) is not referred to to a state where it is referred to, it is possible to display the lights without any discrepancies in the timing of on and off and the switching timing of various ratio displays.
[0173] <Program Startup Processing Flow> The program start process executed by the main control board 100 according to this embodiment will be explained using the flowchart in Figure 5.
[0174] When power is turned on, the main control board 100 performs initial settings related to the operation of the gaming machine. Specifically, it sets the interrupt mode, configures the functions of the main CPU, and performs a RAM check process to create power-off recovery data. The RAM check process determines whether the checksums of all RAM are normal or not. If the conditions are met, the power-off recovery data is determined to be normal; otherwise, the power-off recovery data is determined to be abnormal.
[0175] Next, the status of the setting key switch signal and the door open detection switch signal is checked to determine whether the setting key switch 37 and the door open detection switch are on or off.
[0176] If the setting key switch 37 and the door open detection switch are ON, it is determined whether the power-off recovery data is normal or in a recoverable state. If the power-off recovery data is normal or in a recoverable state, the first initialization range to be initialized in the initialization process of the setting change process is set, and the process proceeds to the setting change process in Figure 10. If the power-off recovery data is not normal or in a recoverable state, the second initialization range to be initialized in the initialization process of the setting change process is set, and the process proceeds to the setting change process in Figure 10. After the setting change process, the process proceeds to the game progress main in Figure 9.
[0177] If the setting key switch 37 and the door open detection switch are not on, the system determines whether the power-off recovery data created by the RAM check process is normal or not. If the power-off recovery data is abnormal or in an unrecoverable state, the system proceeds to the unrecoverable error processing, which issues an unrecoverable error notification and stops the gameplay of the slot machine PS1. On the other hand, if the power-off recovery data is not abnormal or in an unrecoverable state, the system proceeds to the power-off recovery processing shown in Figure 8. After the power-off recovery processing, the system proceeds to the main gameplay sequence shown in Figure 9. Note that after the power-off recovery processing, the system restores the state that was saved when the power-off was detected, so the processing may not start from the beginning of the main gameplay sequence.
[0178] In addition, during the handling of an unrecoverable error, interrupts are disabled and the output of the output ports (such as the output of sub-control commands and the output of excitation signals to the stepping motor) is cleared. Then, the acquired coin count display 27 repeatedly displays (notifies) the error.
[0179] <Power outage procedure> The power-off process performed by the main control board 100 according to this embodiment will be explained using the flowchart in Figure 6.
[0180] In this embodiment, when the power switch 40 is turned off or an event occurs that interrupts the power supply, such as a power outage (also referred to as a power outage), the operating voltage for operating the slot machine PS1 drops. When this operating voltage falls below a threshold, the voltage monitoring circuit detects the power outage and generates a power outage detection signal, which is input to the input port of the main control chip. Then, in the timer interrupt processing, a determination process that determines whether or not the power outage detection signal has been input is executed when it is determined that the power outage detection signal has been input. Note that when determining whether or not the power outage detection signal has been input in the timer interrupt processing, the determination may be made in one timer interrupt processing or in two or more timer interrupt processing processes. In other words, when determining whether or not the power is out in multiple timer interrupt processing processes, even if it is determined in the first process that the power outage detection signal has been input, if it is determined in the second process that the power outage detection signal has not been input, the power outage processing will not be executed. This is to prevent the power outage processing from being executed in the event of noise or momentary interruption (a state in which the voltage briefly falls below the threshold but immediately rises above the threshold).
[0181] During power-off processing, output ports are cleared, periodic interrupts are disabled, and the interrupt disable / enable state at the time of power-off is saved. Next, the registers being used and the stack pointer are saved. Upon saving, a power-off processing flag is set to ON to indicate that power-off processing has been performed, and checksum data for all RAM areas is calculated and saved. Then, RAM writing is disabled, and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of the power-off processing flag, and whether the checksums for all RAM areas are correct are determined during power-off recovery processing.
[0182] <Timer interrupt handling> The timer interrupt processing performed by the main control board 100 according to this embodiment will be explained using the flowchart in Figure 7.
[0183] In this embodiment, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).
[0184] When starting the timer interrupt process, the necessary data stored in the register is compared.
[0185] Next, it is determined whether a power-off is detected based on whether a power-off detection signal is being received. When it is determined that a power-off is detected, a power-off process is executed.
[0186] Next, the input ports for determining the inputs of various sensors and operation switches are read, and an input port data generation process is executed.
[0187] Next, reel drive control is executed. In the reel drive control, control according to the drive state of each reel (such as accelerating, rotating at a constant speed, starting deceleration, decelerating, or stopped) and updating of the drive state are performed.
[0188] Next, data to be output for each output port (such as an excitation signal to the stepping motor and a drive signal for the hopper 44) is created, and a port output process for outputting various signals is performed.
[0189] Next, a check is made as to whether various abnormalities have occurred. Examples of various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal.
[0190] Next, external signal output is performed to set (control on / off) external signals such as bonus signals, ART signals, security signals, etc. to be output to an external system such as a hall computer, as well as medal input signals and medal payout signals, and transmit them to an external terminal board.
[0191] Next, a control command transmission process is executed. In the control command transmission process, if there is a set sub-control command, the sub-control command is output to the sub-control board 1000.
[0192] Next, control is performed for the illumination of various LEDs. In controlling the illumination of various LEDs, the RWM memory area representing the illumination or de-illumination of each LED is checked. If a value representing illumination (in this embodiment, "1") is stored, an illumination signal for that LED is output. If a value representing de-illumination (in this embodiment, "0") is stored, no illumination signal is output for that LED (or an de-illumination signal is output).
[0193] The various LEDs control the following indicators: 1-3 bet lamp, replay lamp, start lamp, coin insertion lamp, credit count indicator, acquired coins indicator, stop switch lamp, MAX bet lamp, and others.
[0194] Next, it outputs notification data to be transmitted to the sub-control board, such as the sound of the stop switch being operated and the sound of coins being inserted.
[0195] Next, the signals related to the performance test will be output.
[0196] Next, restore the registers.
[0197] Next, the interrupt enable flag is set to ON and saved, and the timer interrupt processing ends.
[0198] The types of sub-control commands include a start command triggered by the operation of the start switch, a winning information command indicating the result of the internal lottery, a reel rotation start command triggered by the start of reel acceleration, and commands triggered by the operation of the respective stop switches to stop the reels while they are rotating, such as the left reel stop command, middle reel stop command, right reel stop command, and all reel stop command.
[0199] Alternatively, timer measurement processing may be performed within the timer interrupt handler. In timer measurement, control processing is performed to update the timer (time) information stored in the RWM (RAM). For example, processing is performed to update the value stored in the RWM memory area (hereinafter also referred to as Timer Area A) that monitors (manages) the minimum play time (4.1 seconds) (for example, by subtracting 1). Note that in addition to the RWM memory area that monitors the minimum play time, there may also be RWM memory areas related to multiple timers, such as the RWM memory area that monitors (manages) the insertion of game tokens by the insertion button (hereinafter also referred to as Timer Area B), and the RWM memory area that monitors (manages) the output time of external signals (hereinafter also referred to as Timer Area C). In this case, timer measurement executes processes to subtract 1 from the values stored in the RWM's memory areas (hereinafter also referred to as timer areas) that store timer-related information, such as subtracting 1 from the value stored in timer area A, subtracting 1 from the value stored in timer area B, and subtracting 1 from the value stored in timer area C. Furthermore, if timer measurement is performed when the value stored in a certain timer area is "0", the system is configured so that the value stored in that timer area becomes "0".
[0200] As an example of a control process to update the timer information stored in the RWM, we have given the process of subtracting 1 from the value stored in the timer area, but it is also acceptable to add 1 to the value stored in the timer area.
[0201] Here, we will explain how the insertion of game tokens via the insertion button is monitored (managed). Monitoring (managing) the insertion of game tokens via the insertion button refers to a timer that starts counting from the time a bet process is executed based on the operation of the 1-bet switch 19, and the timer is designed so that the process of determining whether or not the next 1-bet switch 19 has been operated is not executed until the value of the timer becomes "0".
[0202] For example, under certain conditions where the number of credits is above a predetermined value (for example, when the number of bets is 0, the number of credits is 3, and betting is possible by operating the 1-bet switch 19), after the bet process based on the operation of the 1-bet switch 19 is executed, "20" is stored in timer area B. Subsequently, the value stored in timer area B is deducted by "1" by the timer measurement of the timer interrupt process. Then, when the timer interrupt process is executed 20 times, the value stored in timer area B becomes "0". Note that if the value stored in timer area B is not "0" (if the value stored in timer area B is any of "1" to "20"), the game progress main process does not determine whether or not the 1-bet switch 19 has been operated. In other words, even if the 1-bet switch 19 is operated when the value stored in timer area B is not "0", the bet process will not be executed. After the value stored in timer area B becomes "0", betting becomes possible when the 1-bet switch 19 is operated.
[0203] This configuration prevents multiple betting operations from being performed due to malfunction, even though the 1-bet switch 19 is operated only once. Furthermore, it prevents malicious players from repeatedly pressing the 1-bet switch 19, which would cause multiple betting operations based on the 1-bet switch 19 to be performed, and thus prevent commands based on the execution of betting operations from being continuously sent to the sub-control means 1000.
[0204] <Power outage recovery process> The power-off recovery process performed by the main control board 100 according to this embodiment will be explained using the flowchart in Figure 8.
[0205] In this embodiment, when the power is turned on by operating the power switch 40, the main control board 100 performs a power-off recovery process to restore various data to the state before the power was cut off.
[0206] In the power-off recovery process, the stack pointer is restored, and the output data related to the sub-control command transmitted to the sub-control board 1000 is restored. Then, it is determined whether the set set value data is within the normal range. As a result of the determination, if it is abnormal (the value is outside the defined range), the process proceeds to the non-recoverable error process. On the other hand, if it is normal (the value is within the defined range), the unused RAM area is initialized, an interrupt that is periodically executed is started, and the input port is read. Then, the power-off processed flag is cleared, the used registers are restored, the interrupt prohibition / permission state at the time of power-off is restored, and the power-off recovery process ends. Note that when the power-off recovery process ends, it returns to the state before the power-off occurred. If it does not return (when the settings are changed), the control process of the main game progress is performed from the beginning.
[0207] In this embodiment, an interrupt is started at a predetermined timing within the power-off recovery process, but the interrupt may be started after the power-off recovery process of the program start process.
[0208] <Explanation of the main game progress> The control process of the main game progress executed by the main control board 100 according to this embodiment will be described using the flowchart of FIG. 9.
[0209] The main control board 100 executes the game value input process. In the game value input process, an automatic input process is performed due to replay (if it is not a replay, the automatic input process for inserting tokens is not performed). After that, it enters a token input waiting state, and in the game value input process, it waits for game tokens to be inserted from the token slot 17 or for the bet switch to be operated. When game tokens are inserted or the bet switch is operated, it determines whether a bet is possible (whether the bet amount is stored in the credits, whether the bet amount is at the upper limit), and if a bet is possible, it updates the bet amount or the credit amount. Then it determines whether the number of bets required to play the game has been placed, and if it is determined that a bet has been placed, it determines whether the start switch 12 has been operated, and if it is determined that a bet has not been placed, it waits for game tokens to be placed or, if there are tokens stored in the credits, for the bet switch to be accepted (if there are tokens stored in the credits). If the number of bets required to play the game has been placed and the start switch 12 has been operated (the start switch signal is determined to be ON), an internal lottery process is performed. If the start switch 12 has not been operated (the start switch signal is not determined to be ON), the system waits for the start switch 12 to be operated.
[0210] In the internal lottery process, a random number for internal lottery is generated, and a predetermined calculation process is performed using the obtained random number to determine the winning combination (condition device number). After determining the winning combination, a stop control table corresponding to the stopping timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the stop switch is operated immediately after permission to accept stop switch operation after the reel has rotated is granted.
[0211] The types of winning combinations available in PS1 slot machines can be broadly categorized into bonuses, minor wins, and replays.
[0212] A bonus refers to a special feature that activates under predetermined conditions. Generally, it activates when a combination of symbols such as "7-7-7" or "7-7-bar" is displayed on the active line in display window 4. The activation of the bonus feature changes the number of symbol combinations required for winning at each predetermined number of spins, or alters the activation probability of the conditional device for winning at each predetermined number of spins. Bonuses are divided into RB, BB, CB, MB, and SB.
[0213] RB is an abbreviation for Regular Bonus, also known as a Type 1 Special Bonus. Generally, RB is set to end when either 8 small wins are achieved or 12 game results are obtained. During RB, the probability of winning small wins is set higher than in the normal bonus draw table, and bonus draws are conducted using an RB bonus draw table.
[0214] BB is an abbreviation for Big Bonus, and is also called a continuous operation device related to a Type 1 special feature. The BB is terminated when a predetermined number of game tokens (for example, 269 tokens) related to winning a small role are paid out. During the BB, the role lottery is conducted using a BB role lottery table in which the probability of winning a small role (described later) is set higher than that of the normal role lottery table. Note that a BB role lottery table is not required during the BB. For example, a continuous operation of the RB role lottery table (described later) until the BB termination condition is met may be called a BB role lottery table.
[0215] CB is an abbreviation for Challenge Bonus, also known as a Type 2 Special Bonus. During a CB, it is possible to set the game so that at least all minor wins are guaranteed, regardless of the outcome of the prize draw. Furthermore, during a CB, predetermined reels are subject to a different stopping control than normal. For example, the left reel 8a can be controlled to stop within 75 milliseconds instead of 190 milliseconds.
[0216] As mentioned above, CB is a state where at least all minor roles have been won, so it is possible to configure it so that combinations of symbols that could be displayed according to the operating procedure cannot be displayed (also called missed symbols). For example, during CB, the left reel 8a may be controlled to stop within 75 milliseconds from 190 milliseconds, so that if it stops within 190 milliseconds, a specific symbol can be displayed on the active line at any operating timing, but if it stops within 75 milliseconds, a specific symbol may not be displayed at a certain operating timing.
[0217] MB is an abbreviation for Middle Bonus, and is also called a continuous activation device related to the second type of special feature. For example, MB is set to terminate when more than 153 medals are paid out for winning a small role, when an RB is won, or when an SB (Super Bonus) is won, as described later.
[0218] SB is an abbreviation for Single Bonus, also known as a regular bonus feature. The condition for ending an SB is that the result of one game is obtained. During an SB, the probability of winning a small prize is set higher than in the regular prize draw table, and prize draws are conducted using the SB prize draw table.
[0219] In this embodiment, the BB (Big Bonus) uses a BB-specific role lottery table to determine roles, but it is not limited to this. During the BB, the game may be played using a BB general role lottery table in which the probability of winning small roles is the same as the normal role lottery table, and the probability of winning an RB (Regular Bonus) is increased, as well as an RB-specific role lottery table in which the probability of winning small roles is set higher than the normal role lottery table. Even in this case, the BB still terminates when the payout exceeds a predetermined number of medals related to winning small roles. Furthermore, the means that control these bonuses are collectively referred to as special game control means.
[0220] A minor role is a role in which a combination of symbols based on a winning minor role is displayed on the active line, and when it is determined to be a win through the winning judgment process (described later), medals are paid out based on the displayed combination of symbols.
[0221] A replay (also called a re-play bonus) is a bonus that, when a winning combination of symbols based on a replay stops and is displayed on an active payline, and the winning judgment process determines that it is a win, grants a re-play (a game that allows you to play the next round automatically without inserting new tokens). Since a replay is never missed in the game in which it is won, the next game after a replay is won will always be a re-play.
[0222] In the draw for the winning combination, if the result is not a bonus, a minor win, or a replay, it is considered a miss, and the winning process described later will not be performed. When it is a miss, a combination of symbols that does not relate to any winning combination will be displayed on the active lines.
[0223] For BB, RB, and MB, which are drawn by the role lottery, if the winning combination does not stop on an active line in the game in which it was won, the winning flag can be carried over to the next game (special role carryover method). While the winning flag is being carried over, the role lottery may be conducted using the role lottery table from before the winning flag was carried over, or the role lottery may be conducted using the carryover role lottery table corresponding to the winning flag (also called the internal internal lottery table or internal role lottery table). When using the carryover role lottery table, if the winning combination based on BB, RB, or MB stops on an active line, it is determined that the conditions for transitioning to the role lottery table are met, and the game transitions from the carryover role lottery table to the role lottery table corresponding to the winning flag.
[0224] The winning probability table has defined probabilities for multiple types of winning combinations, and multiple types of winning probability tables are provided depending on the state of the game. For example, there is a winning probability table for use during Big Bonus (BB) and a winning probability table for use during Mystery Bonus (MB).
[0225] The winning combination table includes single winning combinations where one symbol combination can stop and display on an active payline, and overlapping winning combinations where multiple symbol combinations can stop and display on one or more active paylines, depending on the results of the winning combination draw.
[0226] Multiple symbol combinations set as overlapping winning combinations may be configured so that all symbol combinations can be stopped and displayed according to the operation method, or some symbol combinations may be configured so that they cannot be stopped and displayed. Among these overlapping winning combinations, the combinations of symbols that cannot be stopped and displayed are sometimes called control combinations.
[0227] The role of the control mechanism is to control the game so that even when multiple winning combinations result in the same symbol combination being displayed on the active lines, the active lines on which the symbols are displayed differ depending on the type of control mechanism set as the winning combination.
[0228] The winning flag control means turns on the flag corresponding to the winning role when any role is won in the role lottery results. Then, when all stop switches 13 are operated by the player and the prize-winning process for the winning role is completed, the flag corresponding to the winning role is turned off.
[0229] Furthermore, regarding the BB, RB, and MB mentioned above, the flag is turned on in the game in which they are won. However, if the winning BB, RB, or MB symbol combination is not displayed on the active line when all stop switches 13 have been operated, the flag remains on for subsequent games. The carryover prize draw table is then set, and the flag corresponding to the BB, RB, or MB is turned off when the winning BB, RB, or MB symbol combination is displayed and the prize-winning process is completed.
[0230] Additionally, the role lottery table will include an RT role lottery table. RT stands for Replay Time, and refers to a game state in which the probability of winning a replay in the role lottery is different from that of the normal role lottery table.
[0231] As a concrete example of using RT, one could replace the losing range in the normal role lottery table with replays to increase the probability of winning a replay, or one could replace the replay range in the normal role lottery table with losing ranges to decrease the probability of winning a replay. Furthermore, while the regular role lottery table and the replay area are the same, the types of replays that can be won within the replay area may be made different. The PS1 slot machine features multiple RT (Replay Time) prize draw tables, and is configured to transition to other RT states when the predetermined transition conditions for each are met.
[0232] The transition conditions for the RT role lottery table are as follows: Transition condition 1 is when a specific symbol combination (symbol combination related to bonuses, RT transition symbol combination) is displayed; Transition condition 2 is when a bonus is won; Transition condition 3 is when a BB, RB, or MB bonus ends; Transition condition 4 is when a specified number of games have been played since a specific symbol combination (RT transition symbol combination) was displayed; Transition condition 5 is when a specified number of games have been played since a BB, RB, or MB ended. These transition conditions for the RT role lottery table can be set appropriately according to the gameplay.
[0233] The "placement number" refers to the number of winning entries for each draw result defined in the internal draw table generated by the internal draw mechanism. For example, if the total number of placements is 65536, dividing each placement number by 65536 gives the probability of winning. For example, the probability of winning a predetermined draw result with a placement number of 4 is 1 / 16384.
[0234] Furthermore, the number of replays can be changed if any of the transition conditions 1 to 5 of the RT role lottery table described above are met. For example, if the replay probability for RT1 is 1 / 7.3, the replay probability for RT2 may be changed to 1 / 1.5 when transitioning from RT1 to RT2. This can suppress the decrease in medals by transitioning to a state with a higher replay probability, and can add excitement to the gameplay.
[0235] Furthermore, depending on the results of the internal lottery by the internal lottery mechanism and whether or not the freeze number from the previous game is stored, a freeze may be performed after the start lever is operated. If a freeze is performed by the start lever, the reel rotation start process may be performed without determining the next minimum game time elapsed when the freeze ends.
[0236] Next, the system checks whether the minimum play time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum play time has elapsed (i.e., the value of the minimum play time timer is determined to be 0), a new minimum play time is set. If it is not determined that the minimum play time has elapsed (i.e., the value of the minimum play time timer is not determined to be 0), the value of the minimum play time timer is decremented, and then it is checked whether the minimum play time has elapsed. This minimum play time check process is executed until it is determined that the minimum play time has elapsed, and the system is configured so that no other processes are executed between the minimum play time determination process and the process of setting a new minimum play time, as this is the main process for game progression. As a result, the minimum play time is not extended by other processes, allowing the game to start as quickly as possible. In other words, it is possible to prevent the game from being dragged out without making the player wait.
[0237] However, the system is not limited to this; it may also be configured to execute other processes as the main game progression process between the minimum play time determination process and the process of setting a new minimum play time. In this case, the other processes may include clearing the RWM address, storing other data in the RWM, or other short-running commands. These processes have extremely short execution times, so the user will not perceive an extension of the minimum play time. After setting a new minimum play time, the process for preparing to start reel rotation is executed.
[0238] In the reel rotation start preparation process, the data related to reel stopping saved from the previous game is initialized, the stop table to be used in the current game is set, the output for the start of rotation of all reels is requested, and a sub-control command (reel rotation start command) indicating the start of reel rotation is set.
[0239] The stop table is provided in correspondence with the symbol control number determined by the result of the role lottery by the internal lottery means, and pre-determines the stopping position of the reels corresponding to the timing of operation of the stop switch 13.
[0240] After the reel rotation preparation process is complete, the process related to the freeze effect (for example, the reel animation before the reels start rotating) is executed. The freeze effect involves slightly moving the reels or reversing their rotation, mainly to indicate the likelihood of a winning combination.
[0241] If the freeze animation is not executed, or if the freeze animation is executed and then finishes, the process of rotating the reels (also called reel rotation process, reel rotation start process, or spinning start process) is executed. There are four states for reel rotation: accelerated state, constant speed rotation state, preparation for stopping state, and stopped state. When rotating the reels, the accelerated state is set. In the accelerated state, a timer interrupt process is executed to gradually rotate the stepping motor.
[0242] The acceleration process performed in the acceleration state is the process executed from when the reel rotation is stopped until the constant speed rotation process is performed. In the constant speed rotation process, the stepping motor is moved one step at each timer interrupt process. However, if the constant speed rotation process is performed abruptly while the reel is stopped, there will be insufficient torque, and the likelihood of losing steps increases. Therefore, acceleration processing is necessary to gradually rotate the reel. In this embodiment, the acceleration process first moves the stepping motor one step after 50 timer interrupt processes, then moves the stepping motor one step after 30 timer interrupt processes, then moves the stepping motor one step after 10 timer interrupt processes, then moves the stepping motor one step after 5 timer interrupt processes, then moves the stepping motor one step after 2 timer interrupt processes, and then moves the stepping motor one step after 1 timer interrupt process. After that, it is connected to the constant speed rotation process, in which the stepping motor is moved one step at each timer interrupt process.
[0243] When constant-speed rotation processing is being performed, the value of the rotation failure detection counter described above is incremented with each timer interrupt process to detect rotation failures. Note that the rotation failure detection counter is incremented with each timer interrupt process because its initial value is set to 0. However, if the initial value of the rotation failure detection counter is set to 180, the value of the rotation failure detection counter may be decremented with each timer interrupt process, and a rotation failure may be detected when the value becomes 0.
[0244] Furthermore, in constant-speed rotation mode, the system allows the player to press the stop switch and waits for the player to operate it. When the player is allowed to press the stop switch, the lamp on the stop switch lights up blue to inform the player that the stop switch is active (it lights up red when the player is not allowed to press the stop switch). The control of the illumination of this stop switch lamp may be handled by either the main control means 100 or the sub-control means 1000. In addition, when a push-order navigation is performed as part of the control of the illumination of the stop switch lamp, the system may be configured to make it easier for the player to recognize which stop switch to operate.
[0245] Furthermore, a command indicating that the reels have started to rotate is sent to the sub-control means 1000. When the sub-control means 1000 receives this command, it sets a reel rotation time timer to measure the rotation time of the reels and starts counting. When the value of the reel rotation time timer reaches a predetermined value (equivalent to 3 minutes), the message "Please stop the reels" (reel stop warning image) is displayed on the LCD screen to prompt the player to rotate the reels. The reel rotation time timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there are still reels rotating, it starts counting again. In this way, the reel rotation time timer continues to update until all reels have stopped.
[0246] Furthermore, if the reel stop warning image is displayed at the same time as the push order navigation, it should be displayed in front of the push order navigation so that even if the display areas of the reel stop warning image and the push order navigation overlap, the visibility of the reel stop warning image is ensured, and the player can be clearly prompted to operate the stop switch. Also, in this case, there is a risk that the push order navigation may become difficult to see and the player may not know which reel to stop, so the reel stop warning image may be turned off (or the reel stop warning image may be made smaller or moved) by operating a sub-switch or a switch for effects, so that the push order navigation can be seen.
[0247] After enabling the acceptance of stop switch operations in the main game progression processing, the stop switch operation acceptance detection process (reel stop acceptance check process) is repeated until a stop switch is operated. If it is determined that any stop switch has been operated, the stop control (also called slide control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch transitions from a constant speed rotation state to a stop preparation state. In the stop preparation state, the reel rotates at a constant speed until it reaches the desired stopping position. When it reaches the desired stopping position, it transitions to a stop state, and all four phase excitations are turned ON to apply the brakes. Note that the slide control is performed within 190 milliseconds from the operation of stop switch 13. In this embodiment, when stop switch 13 is accepted, it is possible to pull in symbols up to four symbols ahead.
[0248] Here, the target stopping position is determined by whether the currently passing symbol number matches the symbol number stored as the stopping position. If they match, all four phases are energized ON to set the target stopping position. The currently passing symbol number is determined by setting the initial symbol number at the moment the index sensor detects an index (when the index signal rises), and then setting the next symbol number after the initial symbol number when the timer interrupt process moves one symbol unit from there.
[0249] After executing the reel stop acceptance check process, the system checks whether all reels have stopped. If all reels have stopped, the system executes the prize entry determination process followed by the prize entry process. If not all reels have stopped, the system waits for the stop switch corresponding to the spinning reel to accept the stop operation. After all reels have stopped, the system updates the display on the status display monitor and proceeds to the advantageous section clear counter management process. Finally, the system performs a game end check process to update the RT status, etc., and concludes the main sequence of events for game progression. Note that the software random number update process may be performed during the period from when the reels start spinning until the stop operation is accepted.
[0250] The prize-winning determination process determines whether or not a winning combination of symbols has stopped on an active payline. It determines whether the stopped symbols determined when the stop switch is pressed are abnormal, and does not actually determine the winning combination based on the symbols that stopped on the active payline. If the prize-winning determination process determines that a winning combination of symbols has stopped on an active payline, the prize-winning process is performed. If the prize-winning determination process does not determine that a winning combination of symbols has stopped on an active payline, the process based on a loss is performed.
[0251] The prize-winning process is the process of granting benefits to the player based on the combination of symbols that stop on the active payline. When a combination of symbols based on a minor win stops, the prize-winning process involves paying out medals based on the stopped symbol combination or transitioning the game state based on the stopped symbol combination. When a combination of symbols based on a replay stops, the prize-winning process involves granting the right to a replay or transitioning the game state based on the stopped symbol combination. When a combination of symbols based on a bonus stops, the prize-winning process involves transitioning the game state based on the stopped symbol combination. Note that no prize-winning process is performed in the case of a losing combination.
[0252] However, the process is not limited to this. When the result of the prize determination process is a loss, a prize-winning process based on the loss may be performed, and as a result of the prize-winning process, no benefits may be granted to the player. Furthermore, as a prize-winning process based on a loss, the game state may be transitioned according to the operation method at the time of the loss. For example, when all stop switches 13 are operated in a predetermined order at the time of the loss, the game state may be transitioned to a state with a different probability of winning a freeze. In addition, even in the case of a seemingly loss due to a missed small win, a prize-winning process may be performed without paying out, such as controlling the transition of the game state to an RT state. Furthermore, as a prize-winning process based on a bonus, the payout of medals or the right to a replay based on the stopped symbol combination may be added.
[0253] The process of transitioning between game states involves setting a prize draw table corresponding to the transitioning game state, setting reel control according to the transitioning game state, setting the probability of winning a freeze according to the transitioning game state, or a combination of these.
[0254] In the prize determination process, once the winning combination of symbols is determined, the winning combination information (stopped symbol information) displayed on the active line, and the winning combination lottery result information are transmitted to the sub-control board 1000. On the other hand, upon receiving this information, the sub-control board 1000 can output a display device 32, a lamp, or a speaker S that corresponds to the winning combination information and the winning combination lottery result information.
[0255] In the prize determination process, a prize is determined for all valid lines. If, as a result of the determination, multiple symbol combinations based on overlapping winning combinations are displayed on multiple valid lines, the prize determination process is performed for each of the displayed symbol combinations.
[0256] For example, when a small win with a payout of 2 coins and another small win with a payout of 10 coins are displayed on multiple active lines, the winning process involves adding the payout for the small win with 2 coins and the payout for the small win with 10 coins together to produce a payout of 12 coins.
[0257] Furthermore, an upper limit is set on the number of coins that can be paid out in a single spin. When a combination of symbols based on multiple winning combinations stops and is displayed on an active payline, if the number of coins exceeds the upper limit, the system will pay out the number of coins up to the upper limit.
[0258] For example, if the maximum payout is set to 15 coins, and a small win with a payout of 12 coins and another with a payout of 10 coins are displayed on multiple active lines, the winning process will be as follows: if the combined value of the 12-coin and 10-coin wins exceeds the maximum payout, the maximum payout of 15 coins will be performed.
[0259] In this embodiment, the system is set to pay out medals only for minor wins, but as a winning process based on a replay, the number of medals bet may be paid out, or as a winning process based on a bonus, a predetermined number of medals may be paid out.
[0260] <Process to end the advantageous period based on the difference in the number of gaming media> Conventionally, in gaming machines that have a normal section and an advantageous section as gaming sections, there were gaming machines that terminated the advantageous section when the MY of the advantageous section exceeded 2400. (Prior art document: Japanese Patent Publication No. 2020-010896)
[0261] In conventional gaming machines (prior art documents), the MY of the advantageous period was defined as the point at which the player's payout was lowest since the start of the advantageous period (0), and the advantageous period ended when the difference from that point exceeded "2400". Note that the point at which the player's payout was lowest is synonymous with the point at which the difference in the gaming media was lowest.
[0262] Therefore, in conventional gaming machines (prior art documents), a maximum profit of "2414" could only be given to the player during a single advantageous period. Consequently, if a player spent a large amount of gaming currency during an advantageous period, they could not recoup the currency spent during that period, making conventional gaming machines unattractive to players.
[0263] For example, in conventional gaming machines, even if a game transitions from a state where the difference in game currency in the advantageous period is -3000 to a predetermined game state (e.g., AT state), the game ends if the MY in the advantageous period exceeds 2400. Therefore, at most, only about 2400 game currency could be obtained in a single advantageous period (the game would end when the difference in game currency in the advantageous period reached about -600).
[0264] Therefore, instead of ending the advantageous period when the MY of the advantageous period exceeds 2400, the system is configured to end the period when the difference in the number of game media obtained in one advantageous period (the difference between the total number of game media given in the advantageous period and the total number of game media bet in the advantageous period) exceeds a predetermined number (for example, 2400), with the start of the advantageous period as the starting point (0). Specifically, the total number of INs (also called the total number of inputs or total bets) and the total OUTs (also called the total number of payouts or total number of givens) of game media in the advantageous period are taken into consideration. In other words, the system is configured to end the advantageous period when the difference between the number of OUTs of game media in the advantageous period and the number of INs (hereinafter referred to as the difference in game media in the advantageous period) exceeds 2400. By configuring the system in this way, it is possible to provide a gaming machine that improves gameplay compared to conventional machines while keeping the gambling aspect within a certain range.
[0265] For example, according to the gaming machine of the present invention, if a predetermined gaming state (e.g., AT state) is reached from a game where the difference in gaming media in the advantageous period is -3000, the advantageous period can be terminated when the difference in gaming media in the advantageous period exceeds 2400, starting from the beginning of the advantageous period. Therefore, from a game where the difference in gaming media in the advantageous period is -3000, it becomes possible to obtain a maximum of approximately 5400 gaming media (the advantageous period ends when the difference in gaming media in one advantageous period becomes +2400).
[0266] Furthermore, if the game is configured to terminate when the difference in the number of game media obtained in one advantageous period (the difference between the total number of game media granted in the advantageous period and the total number of game media bet in the advantageous period) exceeds a predetermined number (for example, 2400), it is permissible to terminate the advantageous period when the value is less than this predetermined number. In other words, with the start of the advantageous period as the starting point (0), the maximum difference in game media obtainable in one advantageous period is the predetermined number (more precisely, the predetermined number + α (where α is the maximum difference in game media in one game)).
[0267] Furthermore, even if the system is configured to terminate the advantageous period when the difference in the number of game tokens obtained in one advantageous period exceeds a predetermined number, the advantageous period can also be terminated if any termination condition is met before the difference in the number of game tokens obtained in one advantageous period exceeds the predetermined number.
[0268] Thus, since the game terminates when the difference in the amount of game currency obtained in a single advantageous period exceeds a predetermined value, it is necessary to be able to store the difference in the amount of game currency even if it is a negative value.
[0269] The following section will explain, using diagrams, the specific process for ending the advantageous period based on the difference in the number of game tokens.
[0270] ≪Process to end the advantageous period based on the difference in the number of game tokens (additional version)≫ Figure 53 shows an example of a process that terminates the advantageous period based on the difference in the number of game tokens.
[0271] Figure 53 shows a favorable section difference counter. The favorable section difference counter is one of the RWM areas of the main control board and is a memory area that can store a value corresponding to the (total) difference in game media within the favorable section.
[0272] The value stored in the advantageous section difference counter is not cleared by turning the power on or off. The value stored in the advantageous section difference counter is cleared by the RWM clear upon the end of the advantageous section. Furthermore, the value stored in the advantageous section difference counter is cleared by powering on with a setting change (RWM clear upon setting change). Additionally, information indicating that the stop condition has been met is stored in the stop flag area and is not cleared when the stop condition is reached.
[0273] Specifically, powering on a device with a setting change refers to situations such as turning on the power switch while the setting key switch is in the ON position. In other words, powering on a device with a setting change will enter setting change mode. Once the conditions for ending setting change mode (for example, the setting key switch being turned OFF after the start switch is turned ON) are met and setting change mode ends, the device will be able to play.
[0274] The value stored in the advantageous period difference counter is configured to be updateable by playing games within the advantageous period.
[0275] Although the explanation will use an example where the advantageous interval difference counter is composed of 2 bytes, the advantageous interval difference counter may also be composed of 3 bytes or 4 bytes.
[0276] First, "Advantageous Section Clear Counter - 1" subtracts 1 from the value stored in the Advantageous Section Clear Counter. If the result of subtracting 1 from the value stored in the Advantageous Section Clear Counter is less than 0 (i.e., there is a carry-over), the carry flag becomes 1. If the result of subtracting 1 from the value stored in the Advantageous Section Clear Counter is not less than 0 (i.e., there is no carry-over), the carry flag becomes 0. If the result of subtracting 1 from the value stored in the Advantageous Section Clear Counter is 0, the zero flag becomes 1.
[0277] The advantageous section clear counter is one of the RWM areas of the main control board, and is a memory area capable of storing a value corresponding to the number of games played in the advantageous section.
[0278] The question "Advantageous section clear counter before subtraction = 0?" will result in NO if the value subtracted by 1 from the value stored in the advantageous section clear counter does not fall below 0. Specifically, it will result in NO if the carry flag is not 1. In other words, if the answer to "Advantageous section clear counter before subtraction = 0?" is NO, it means that a value of 1 or greater is stored in the advantageous section clear counter for the current game. In other words, it means that the current game is in an advantageous section.
[0279] On the other hand, if the answer to "Advantageous section clear counter before deduction = 0?" is YES, it means that the current game is in the normal section.
[0280] The question "Is the next game in the advantageous section?" is determined based on the information stored in the RWM area of the main control board. For example, if the transition to the advantageous section is decided during the current game (a game in the normal section), the decision may be made based on the information stored in the RWM area indicating the transition to the advantageous section. Alternatively, if the system is designed so that the transition to the advantageous section is decided during the current game (a game in the normal section), and the destination game state is also determined, the decision may be made based on the information stored in the RWM area indicating the destination game state. In any case, whether the next game is in the advantageous section can be determined based on the information available to determine whether the next game is in the advantageous section or not. The result is YES if the next game is in the advantageous section, and NO if the next game is not in the advantageous section.
[0281] In "Saving Initial Value of Advantageous Section Clear Counter," the initial value of the advantageous section clear counter is stored in the RWM area capable of storing this value. For example, if the initial value is 1500, 1500 is stored in the RWM area capable of storing the advantageous section clear counter value. Also, for example, if the initial value is 4000, 4000 is stored in the RWM area capable of storing the advantageous section clear counter value. Note that this initial value corresponds to the maximum number of games that can be played in one advantageous section. Therefore, the initial value is not limited to 1500 or 4000; any predetermined value is acceptable. For example, it could be set to a number of games that cannot be completed in one day (for example, 65535).
[0282] The "Set Initial Value for Advantageous Section Difference Counter" function sets the initial value to be stored in the advantageous section difference counter into a register. In other words, when an advantageous section begins (when the current game is in the normal section and the next game will be in the advantageous section), the initial value to be stored in the advantageous section difference counter is set into a register. Specifically, the initial value is set to 63135 (65535-2400) and stored in the HL register.
[0283] Here, the initial value of 63135 is the value obtained by subtracting the value "2400", which corresponds to the difference in the number of game media in the advantageous section that ends the advantageous section, from the maximum value "65535" that can be stored in the 2-byte memory area (corresponding to the size of the memory area for the advantageous section difference counter). In this example, the condition for ending the advantageous section is set to the difference in the number of game media in the advantageous section exceeding 2400, but the condition for ending the advantageous section is not limited to the difference in the number of game media in the advantageous section exceeding 2400. For example, the condition for ending the advantageous section can be set to a predetermined value, such as the difference in the number of game media in the advantageous section exceeding 4800. If the condition for ending the advantageous section is set to the difference in the number of game media in the advantageous section exceeding 4800, the initial value will be 60735 (65535-4800).
[0284] In this example, the advantageous section difference counter is set to 2 bytes, but it can also be set to 3 bytes. If the advantageous section difference counter is set to 3 bytes and the condition for ending the advantageous section is set to when the difference in the number of game media in the advantageous section exceeds 2400, the initial value should be 16774815 (16777215-2400).
[0285] The effect of setting the initial value to "a value corresponding to the size of the memory area of the advantageous section difference counter" - "a value corresponding to the difference in the number of game media in the advantageous section defined as the termination condition for the advantageous section" will be explained later.
[0286] Furthermore, the initial value of the advantageous interval difference counter may be set to 63120 (65535 - 2415) when the memory size of the advantageous interval difference counter is 2 bytes. In this case, the advantageous interval termination process will be executed when the value of the advantageous interval difference counter becomes 65521 or greater.
[0287] With this configuration, the value of the advantageous period difference counter will not exceed its upper limit at the end of the advantageous period (because the game ends when the difference during the advantageous period exceeds 2400, the maximum value added from the initial value is 2400 - 1 (for a single bet) + 15 (for 15 coins paid out), which is 2414, so the maximum value of the advantageous period difference counter is 65534). This prevents the carry flag and zero flag from being set when the difference during the advantageous period exceeds 2400 and the advantageous period ends.
[0288] Therefore, in the process of updating the advantageous section difference counter, the zero flag is set only when the value of the advantageous section difference counter changes from 1 to 0, and the carry flag is set only when it falls below the lower limit of the advantageous section difference counter (when the result of subtracting the difference of the game in question from the value of the advantageous section difference counter is less than 0). Thus, by simply checking the carry flag, it is possible to determine whether or not it has fallen below the lower limit of the advantageous section difference counter. Therefore, in the process of updating the advantageous section difference counter, a specific value (for example, "0", "1", etc.) can be stored in the advantageous section difference counter when the carry flag becomes 1.
[0289] This allows for more accurate decision-making using the carry flag, which in turn reduces program size and improves program readability.
[0290] The "Advantageous Section Clear Counter Before Subtraction = 1?" check determines whether the Advantageous Section Clear Counter was 1 before performing "Advantageous Section Clear Counter - 1". For example, if the value of the Advantageous Section Clear Counter is 0 after subtracting 1 from the value stored in the Advantageous Section Clear Counter using "Advantageous Section Clear Counter - 1" (specifically, if the zero flag is 1), the result is YES. On the other hand, if the value of the Advantageous Section Clear Counter is not 0 after subtracting 1 from the value stored in the Advantageous Section Clear Counter using "Advantageous Section Clear Counter - 1" (specifically, if the zero flag is 0), the result is NO.
[0291] Note that, after "Is the value before subtracting the favorable interval clear counter = 1?", and before "During replay operation?", a process of storing the value stored in the favorable interval difference counter in a predetermined register (e.g., HL register) is performed.
[0292] "During replay operation?": When, as a result of this game, a symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a game by replay), it is determined as YES. On the other hand, when, as a result of this game, a symbol combination corresponding to replay does not stop and is displayed (on the valid line) (when the next game is not a game by replay), it is determined as NO.
[0293] "Is IN number < OUT number?": It is determined whether the OUT number is greater than the IN number.
[0294] For example, as a result of this game, a) When IN number = 3 and OUT number = 0, it is determined as NO. b) When IN number = 3 and OUT number = 1, it is determined as NO. c) When IN number = 3 and OUT number = 3, it is determined as NO. d) When IN number = 3 and OUT number = 10, it is determined as YES.
[0295] Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (e.g., A register). Also, when there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is determined as YES, and when there is no carry (when the carry flag becomes 0), it is determined as NO. That is, when the difference in the game media in this game is greater for the IN number than the OUT number, the carry flag is 0 and it is determined as YES. Also, when the difference in the game media in this game is smaller for the IN number than the OUT number, the carry flag is 1 and it is determined as NO.
[0296] Taking a specific example, as a result of this game, a) When IN number = 3 and OUT number = 0, the A register = 3 and the carry flag = 0. (a) When the number of INs = 3 and the number of OUTs = 1, the A register = 2 and the carry flag = 0. (b) When the number of INs = 3 and the number of OUTs = 3, the A register = 0 and the carry flag = 0. (c) When the number of INs = 3 and the number of OUTs = 10, the A register = 249 and the carry flag = 1.
[0297] Here, when, as a result of the previous game, the symbol combination corresponding to replay stopped and was displayed (on the valid line), the bet amount for the current game was automatically bet (for example, "3" was set by automatic bet), and as a result of the current game, the symbol combination corresponding to replay did not stop and was displayed (on the valid line), then even if it is the bet amount set by automatic bet, it is treated as the number of INs for the current game.
[0298] On the other hand, when, as a result of the current game, the symbol combination corresponding to replay stopped and was displayed (on the valid line) (when the next game is a game by replay), the judgment of "is the number of INs < the number of OUTs?" is not made. In other words, when, as a result of the current game, the symbol combination corresponding to replay stopped and was displayed (on the valid line) (when the next game is a game by replay), the bet amount for the current game is not treated as the number of INs. Similarly, when, as a result of the current game, the symbol combination corresponding to replay stopped and was displayed (on the valid line) (when the next game is a game by replay), the number of awards (or the automatic bet amount) for the current game is not treated as the number of OUTs.
[0299] Note that in "is the number of INs < the number of OUTs?", the operation was the number of INs - the number of OUTs, but it may also be judged by the number of OUTs - the number of INs. In other words, it is only necessary to be able to calculate the difference in the game media for the current game using the number of INs and the number of OUTs.
[0300] In "favorable interval difference counter subtraction", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is subtracted from the value of the favorable interval difference counter stored in a predetermined register (for example, the HL register). Note that when a carry occurs due to "favorable interval difference counter subtraction", the carry flag becomes 1. For example, in a situation where the value stored in the favorable interval difference counter (the value of the HL register) is 2, a) When IN number = 3 and OUT number = 0, HL register = 65535 and carry flag = 1. Note that 2 - 3 = -1, but a register cannot store a negative value. Therefore, a carry occurs and it becomes 65535. b) When IN number = 3 and OUT number = 1, HL register = 0 and carry flag = 0. c) When IN number = 3 and OUT number = 3, HL register = 2 and carry flag = 0.
[0301] In "favorable interval difference counter < 0", it is determined whether a carry has occurred due to "favorable interval difference counter subtraction". If a carry has occurred, it is determined as YES; if no carry has occurred, it is determined as NO. In the above example, in a situation where the value stored in the favorable interval difference counter is 2, a) when IN number = 3 and OUT number = 0, it is determined as YES. Also, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, b) when IN number = 3 and OUT number = 1, it is determined as NO. Similarly, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, c) when IN number = 3 and OUT number = 3, it is determined as NO.
[0302] If the "advantageous interval difference counter < 0" is YES, the carry flag is 1, so a predetermined operation is performed to set the carry flag to 0. For example, the predetermined operation is the exclusive OR of the value of register A and the value of register A. As a result of this exclusive OR, the carry flag becomes 0. Although the exclusive OR of the value of register A and the value of register A is given as an example of the predetermined operation, any operation that sets the carry flag to 0 is acceptable.
[0303] In the "Advantageous Interval Difference Counter Lower Limit Set" function, when a carryover occurs due to "Advantageous Interval Difference Counter Subtraction," a predetermined lower limit (0) is stored in the register that stores the calculation result (HL register in this embodiment). In the above example, under the situation where the value stored in the advantageous interval difference counter is 2, if a) IN count = 3 and OUT count = 0, then "Advantageous Interval Difference Counter Subtraction" results in HL register = 65535. In such a case, "Advantageous Interval Difference Counter Lower Limit Set" stores 0 in the HL register.
[0304] In other words, if a carryover occurs in the value stored in the HL register and an abnormal value is stored, storing the lower limit value of 0 in the HL register makes it possible to calculate the difference in the number of game media in the advantageous section as accurately as possible. Even if the "advantageous section difference counter lower limit set" is executed, the advantageous section continues, and it is possible to provide the player with gameplay in the advantageous section. In other words, even in gameplay after the "advantageous section difference counter lower limit set" is executed, the process in Figure 53 will be executed as long as the advantageous section continues.
[0305] In addition, although FIG. 53 included the process of "setting the lower limit value of the advantageous interval difference counter", it is not necessary to include the process of "setting the lower limit value of the advantageous interval difference counter". Specifically, when it is determined to be YES by "advantageous interval difference counter < 0", it may be set to the value stored in the advantageous interval difference counter of the previous game. For example, when the value stored in the advantageous interval difference counter is 2, and the number of INs and OUTs in the game are as follows: a) when the number of INs = 3 and the number of OUTs = 0, the value stored in the advantageous interval difference counter may be configured to be 2 (the same value as the value of the advantageous interval difference counter of the previous game). According to such a configuration, an abnormal value (a value with a carry-down) can be prevented from being stored in the "advantageous interval difference counter". In addition, since the process corresponding to "setting the lower limit value of the advantageous interval difference counter" is eliminated, the program capacity can be reduced.
[0306] That is, when a carry-down occurs due to "subtracting the advantageous interval difference counter", by not updating the advantageous interval difference counter using the value at the time of the carry-down, an abnormal value is prevented from being entered as the value of the advantageous interval difference counter. In other words, even when the difference in the game medium in the advantageous interval becomes a negative value, the advantageous interval can be ended using the difference in the game medium in the advantageous interval as accurately as possible.
[0307] In "adding the advantageous interval difference counter", the complement of the value of the operation result (the value stored in the A register) in "number of INs < number of OUTs?" is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is added to the HL register.
[0308] Note that the complement in "adding the advantageous interval difference counter" refers to the smallest number among the numbers that carry over beyond 1 byte (255). For example, it can be derived by 0 - the value in the A register, or by a single instruction (NEG instruction) for deriving the complement.
[0309] For example, in a situation where the value stored in the advantageous interval difference counter (the value in the HL register) is 2, E) If the number of INs is 3 and the number of OUTs is 10, the A register will be 249. However, using the "advantageous interval difference counter addition", we first derive 7, which is the complement of 249. Then, by performing the calculation 2 + 7, 9 is stored in the HL register. Note that 2 + 7 does not exceed 65535 (there is no carry), so the carry flag will be 0.
[0310] Furthermore, for example, in a situation where the value stored in the advantageous interval difference counter (the value in the HL register) is 65530, E) If the number of INs is 3 and the number of OUTs is 10, the A register will be 249. However, using the "advantageous interval difference counter addition", we first derive 7, which is the complement of 249. Then, by performing the calculation 65530 + 7, 2 is stored in the HL register. Note that 65530 + 7 is 65537, but since this is greater than 65535 (due to a carry), 2 is stored in the HL register. Also, because of the carry, the carry flag becomes 1.
[0311] The "Advantageous Interval Difference Counter Save" operation stores the value stored in the HL register into the advantageous interval difference counter. In other words, it is a process that updates the advantageous interval difference counter.
[0312] For example, if the value 63135 is stored in the HL register by "Set initial value of advantageous interval difference counter", then 63135 will be stored in the advantageous interval difference counter by "Save advantageous interval difference counter".
[0313] For example, if the "Activate Replay" option is selected as YES, the value of the advantageous section difference counter from the previous game is stored in the HL register. Therefore, "Save Advantageous Section Difference Counter" stores the same value as the advantageous section difference counter from the previous game in the advantageous section difference counter.
[0314] For example, if the "Advantageous Section Difference Counter < 0?" result is NO, the value obtained by subtracting the difference in the number of game media used in the current game (number of INs - number of OUTs) from the value of the Advantageous Section Difference Counter from the previous game is stored in the HL register. Therefore, "Save Advantageous Section Difference Counter" stores the value obtained by subtracting the difference in the number of game media used in the current game from the value of the Advantageous Section Difference Counter from the previous game into the Advantageous Section Difference Counter.
[0315] For example, if the "Advantageous interval difference counter < 0?" is answered YES, the HL register stores the lower limit value (0), and therefore, the "Advantageous interval difference counter save" function stores the lower limit value (0) in the advantageous interval difference counter.
[0316] For example, after "adding to the advantageous section difference counter," the value obtained by adding the difference in the media used in the current game (number of OUTs - number of INs) to the value of the advantageous section difference counter from the previous game is stored in the HL register. Therefore, "saving the advantageous section difference counter" stores the value obtained by adding the difference in the game media used in the current game to the value of the advantageous section difference counter from the previous game in the advantageous section difference counter.
[0317] The "Advantageous Section Difference > 2400?" check determines whether the difference in the number of game media in the advantageous section exceeds 2400. Specifically, it determines whether the carry flag is 1. If the carry flag is 1, the result is YES; if the carry flag is not 1 (i.e., the carry flag is 0), the result is NO. Note that the carry flag being 1 occurs when there is a carry-over due to "Advantageous Section Difference Counter Addition". On the other hand, if there is a carry-over due to "Advantageous Section Difference Counter Subtraction", the carry flag will initially be 1, but then a predetermined calculation is performed to set the carry flag to 0, so "Advantageous Section Difference > 2400?" can be judged as NO.
[0318] In other words, with "Advantageous section difference > 2400?", it is possible to determine whether the difference in the number of game media in the advantageous section exceeds 2400 based on whether the carry flag is 1 or not. Therefore, the program size can be reduced compared to directly comparing the difference in the number of game media in the advantageous section with a constant (2400).
[0319] Thus, in "Advantageous Section Difference > 2400?", the difference in the number of game media in the advantageous section exceeds 2400 depending on whether the carry flag is 1 or not, and the initial value of 63135 is stored by "Advantageous Section Difference Counter Initial Value Set".
[0320] As mentioned earlier, this 63135 is the value obtained by subtracting the value "2400", which corresponds to the difference in the number of game media in the advantageous period ending the advantageous period, from the maximum value "65535" that can be stored in the 2-byte memory area (corresponding to the size of the memory area for the advantageous period difference counter). In other words, if the difference in the number of game media in the advantageous period ending the advantageous period exceeds 2400, it will exceed 65535, and the carry flag will become 1. To put it another way, "advantageous period difference > 2400?" is a process to determine whether the value of the advantageous period difference counter exceeds 65535.
[0321] Furthermore, as mentioned earlier, if the initial value of the advantageous interval difference counter is set to "63120", then "advantageous interval difference > 2400?" refers to the process of determining whether the value of the advantageous interval difference counter exceeds 65520 (i.e., whether it is 65521 or greater).
[0322] Furthermore, by storing 63135 as the initial value, it is possible to store a value equivalent to -63135 as the difference in the game medium, with the start of the advantageous period as the starting point (0). For example, if the initial value is 63135, a situation where the value of the advantageous period difference counter is 13135 means that the difference is -50000, with the start of the advantageous period as the starting point (0).
[0323] As described above, by storing 63135 as the initial value, which is "a value corresponding to the size of the memory area of the advantageous section difference counter" minus "a value corresponding to the difference in the number of game media in the advantageous section defined as the termination condition of the advantageous section," the program capacity required to determine whether the difference in the number of game media in the advantageous section exceeds 2400 can be reduced. Furthermore, by storing 63135 as the initial value, it is possible to store values up to -63135 as the difference in the number of game media in the advantageous section. Note that while storing 63135 as the initial value is given as an example, any value other than 63135 can be used as the initial value if it has a similar effect.
[0324] "RWM Initialization" updates all parameters affecting the performance of the instruction function to 0, and terminates the advantageous section clear counter management process. Parameters affecting the performance of the instruction function include AT game count, AT game status, advantageous section clear counter, and advantageous section difference counter. By updating the advantageous section type to 0, the next game will be a normal game, not an advantageous section. In games played in an advantageous section, if "RWM Initialization" was not performed, the next game will be a game in an advantageous section (the advantageous section will not end).
[0325] In other words, if an abnormal value is stored in the HL register due to a carry-over, storing the lower limit value of 0 in the HL register makes it possible to calculate the difference in the advantageous period as accurately as possible. Even if the "advantageous period difference counter lower limit set" is executed, the advantageous period continues, and it is possible to provide the player with gameplay within the advantageous period. In other words, even in gameplay after the "advantageous period difference counter lower limit set" is executed, the process in Figure 53 will be executed as long as the advantageous period continues.
[0326] Note that in the case of "IN number < OUT number?", the OUT number was subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when a carry occurs in the A register), in "Advantageous interval difference counter subtraction", the complement is calculated by a predetermined operation and stored in the A register (the difference in the game medium for this game), and then the value stored in the HL register (the value stored in the advantageous interval difference counter) is subtracted from the value stored in the A register (the difference in the game medium for this game). In other words, when it becomes NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference in the game medium for this game from the value stored in the advantageous interval difference counter.
[0327] Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when no carry occurs in the A register), in "Advantageous interval difference counter addition", without calculating the complement, the value stored in the HL register (the value stored in the advantageous interval difference counter) is added to the value stored in the A register (the difference in the game medium for this game). In other words, when it becomes NO in "IN number < OUT number?", it may be configured to add the absolute value of the difference in the game medium for this game to the value stored in the advantageous interval difference counter.
[0328] ≪Process for ending the advantageous interval with the difference in the game medium (subtraction version)≫ FIG. 54 is a diagram showing an example of a process for ending the advantageous interval with the difference in the game medium.
[0329] In FIG. 54, there is an advantageous interval difference counter. The advantageous interval difference counter is one of the RWM areas of the main control board and is a storage area capable of storing a value corresponding to the difference in the game medium in the advantageous interval.
[0330] The value stored in the advantageous section difference counter is not cleared by turning the power on or off. The value stored in the advantageous section difference counter is cleared by the RWM clear upon the end of the advantageous section. Furthermore, the value stored in the advantageous section difference counter is cleared by powering on with a setting change (RWM clear upon setting change). Additionally, information indicating that the stop condition has been met is stored in the stop flag area and is not cleared when the stop condition is reached.
[0331] Although the explanation will use an example where the advantageous interval difference counter is composed of 2 bytes, the advantageous interval difference counter may also be composed of 3 bytes or 4 bytes.
[0332] First, "Advantageous Section Clear Counter - 1" subtracts 1 from the value stored in the Advantageous Section Clear Counter. If the result of subtracting 1 from the value stored in the Advantageous Section Clear Counter is less than 0 (i.e., there is a carry-over), the carry flag becomes 1. If the result of subtracting 1 from the value stored in the Advantageous Section Clear Counter is not less than 0 (i.e., there is no carry-over), the carry flag becomes 0. If the result of subtracting 1 from the value stored in the Advantageous Section Clear Counter is 0, the zero flag becomes 1.
[0333] The advantageous section clear counter is one of the RWM areas of the main control board, and is a memory area capable of storing a value corresponding to the number of games played in the advantageous section.
[0334] The question "Advantageous section clear counter before subtraction = 0?" will result in NO if the value subtracted by 1 from the value stored in the advantageous section clear counter does not fall below 0. Specifically, it will result in NO if the carry flag is not 1. In other words, if the answer to "Advantageous section clear counter before subtraction = 0?" is NO, it means that a value of 1 or greater is stored in the advantageous section clear counter for the current game. In other words, it means that the current game is in an advantageous section.
[0335] On the other hand, if the answer to "Advantageous section clear counter before deduction = 0?" is YES, it means that the current game is in the normal section.
[0336] The question "Is the next game in the advantageous section?" is determined based on the information stored in the RWM area of the main control board. For example, if the transition to the advantageous section is decided during the current game (a game in the normal section), the decision may be made based on the information stored in the RWM area indicating the transition to the advantageous section. Alternatively, if the system is designed so that the transition to the advantageous section is decided during the current game (a game in the normal section), and the destination game state is also determined, the decision may be made based on the information stored in the RWM area indicating the destination game state. In any case, whether the next game is in the advantageous section can be determined based on the information available to determine whether the next game is in the advantageous section or not. The result is YES if the next game is in the advantageous section, and NO if the next game is not in the advantageous section.
[0337] In "Saving Initial Value of Advantageous Section Clear Counter," the initial value of the advantageous section clear counter is stored in the RWM area capable of storing this value. For example, if the initial value is 1500, 1500 is stored in the RWM area capable of storing the advantageous section clear counter value. Also, for example, if the initial value is 4000, 4000 is stored in the RWM area capable of storing the advantageous section clear counter value. Note that this initial value corresponds to the maximum number of games that can be played in one advantageous section. Therefore, the initial value is not limited to 1500 or 4000; any predetermined value is acceptable. For example, it could be set to a number of games that cannot be completed in one day (for example, 65535).
[0338] The "Set Initial Value for Advantageous Section Difference Counter" function sets the initial value to be stored in the advantageous section difference counter into a register. In other words, when an advantageous section begins (when the current game is in a normal section and the next game will be in an advantageous section), the initial value to be stored in the advantageous section difference counter is set into a register. Specifically, the initial value is set to 2400 and stored in the HL register.
[0339] Here, the initial value of 2400 is the value "2400" corresponding to the difference in the number of game media used in the advantageous period that ends. In this example, the condition for ending the advantageous period is set to the difference in the number of game media used in the advantageous period exceeding 2400, but the condition for ending the advantageous period is not limited to the difference in the number of game media used in the advantageous period exceeding 2400. For example, the condition for ending the advantageous period can be set to a predetermined value, such as the difference in the number of game media used in the advantageous period exceeding 4800. If the condition for ending the advantageous period is set to the difference in the number of game media used in the advantageous period exceeding 4800, then the initial value will be set to 4800.
[0340] In this example, the advantageous section difference counter is set to 2 bytes, but it can also be set to 3 bytes. If the advantageous section difference counter is set to 3 bytes and the condition for ending the advantageous section is set to when the difference in the number of game media in the advantageous section exceeds 2400, then the initial value should be set to 2400.
[0341] The effect of setting the initial value to "a value corresponding to the difference in the number of gaming media used in the advantageous period, which is defined as the termination condition for the advantageous period," will be explained later.
[0342] Furthermore, the initial value of the advantageous interval difference counter may be set to 2415 when the memory area for the advantageous interval difference counter is 2 bytes. In this case, the advantageous interval termination process will be executed when the value of the advantageous interval difference counter falls below 15.
[0343] With this configuration, the value of the advantageous period difference counter will never exceed the lower limit at the end of the advantageous period (because the game ends when the difference during the advantageous period exceeds 2400, the minimum value of the advantageous period difference counter will be 1, as the initial value will only be reduced by a maximum of 2400 - 1 (for a single bet) + 15 (for 15 payouts), totaling 2414). Therefore, the carry flag and zero flag will not be set when the difference during the advantageous period exceeds 2400 and the advantageous period ends.
[0344] Therefore, in the process of updating the advantageous section difference counter, the zero flag is set only when the value of the advantageous section difference counter changes from 65535 to 0, and the carry flag is set only when the upper limit of the advantageous section difference counter is exceeded (when the result of adding the difference of the game in question to the value of the advantageous section difference counter exceeds 65535). Thus, by simply checking the carry flag, it is possible to determine whether or not the upper limit of the advantageous section difference counter has been exceeded. Therefore, in the process of updating the advantageous section difference counter, a specific value (for example, "65535", "65534", etc.) can be stored in the advantageous section difference counter when the carry flag becomes 1.
[0345] This allows for more accurate decision-making using the carry flag, which in turn reduces program size and improves program readability.
[0346] The "Advantageous Section Clear Counter Before Subtraction = 1?" check determines whether the Advantageous Section Clear Counter was 1 before performing "Advantageous Section Clear Counter - 1". For example, if the value of the Advantageous Section Clear Counter is 0 after subtracting 1 from the value stored in the Advantageous Section Clear Counter using "Advantageous Section Clear Counter - 1" (specifically, if the zero flag is 1), the result is YES. On the other hand, if the value of the Advantageous Section Clear Counter is not 0 after subtracting 1 from the value stored in the Advantageous Section Clear Counter using "Advantageous Section Clear Counter - 1" (specifically, if the zero flag is 0), the result is NO.
[0347] Furthermore, after "Advantageous section clear counter before subtraction = 1?" and before "When replay is activated?", the value stored in the advantageous section difference counter is stored in a predetermined register (e.g., HL register).
[0348] In the case of "When replay operation is activated?", if as a result of this game, a symbol combination corresponding to replay stops and is displayed (on the valid lines) (when the next game is a game by replay), it is determined as YES. On the other hand, if as a result of this game, a symbol combination corresponding to replay does not stop and is displayed (on the valid lines) (when the next game is not a game by replay), it is determined as NO.
[0349] In the case of "IN number < OUT number?", it is determined whether the OUT number is greater than the IN number.
[0350] For example, as a result of this game, a) When the IN number = 3 and the OUT number = 0, it is determined as NO. b) When the IN number = 3 and the OUT number = 1, it is determined as NO. c) When the IN number = 3 and the OUT number = 3, it is determined as NO. d) When the IN number = 3 and the OUT number = 10, it is determined as YES.
[0351] Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (for example, the A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is determined as YES, and if there is no carry (when the carry flag becomes 0), it is determined as NO. That is, when the difference in the game media of this game is such that the IN number is more than the OUT number, the carry flag is 0 and it is determined as YES. Also, when the difference in the game media of this game is such that the IN number is less than the OUT number, the carry flag is 1 and it is determined as NO.
[0352] To give a specific example, as a result of this game, a) When the IN number = 3 and the OUT number = 0, the A register = 3 and the carry flag = 0. b) When the IN number = 3 and the OUT number = 1, the A register = 2 and the carry flag = 0. c) When the IN number = 3 and the OUT number = 3, the A register = 0 and the carry flag = 0. E) When IN number = 3 and OUT number = 10, the A register = 249 and the carry flag = 1.
[0353] Here, the IN number is the bet number set by automatic betting (for example, "3" is set by automatic betting) when, as a result of the previous game, the symbol combination corresponding to replay stopped and was displayed (on the valid line), and as a result of this game, the symbol combination corresponding to replay did not stop and was displayed (on the valid line). Even if it is the bet number set by automatic betting, it is treated as the IN number of this game.
[0354] On the other hand, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the determination of "IN number < OUT number?" is not made for the IN number and the OUT number. In other words, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the bet number of this game is not treated as the IN number. Similarly, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the number of awards (or the automatic bet number) of this game is not treated as the OUT number.
[0355] In "IN number < OUT number?", the operation IN number - OUT number is performed, but it may also be determined by OUT number - IN number. In other words, it is sufficient to calculate the difference in the game media of this game using the IN number and the OUT number.
[0356] In "adding the advantageous interval difference counter", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is added to the value of the advantageous interval difference counter stored in a predetermined register (for example, the HL register). When an overflow occurs due to "adding the advantageous interval difference counter", the carry flag becomes 1. For example, in a situation where the value stored in the advantageous interval difference counter (the value of the HL register) is 65534, a) If the number of INs is 3 and the number of OUTs is 0, the HL register will be 1 and the carry flag will be 1. Note that 65534 + 3 = 65537, but a 2-byte pair register (HL register) cannot store a value greater than 65535. Therefore, a carry occurs and the value becomes 1. (i) If the number of INs is 3 and the number of OUTs is 1, the HL register will be 0 and the carry flag will be 1. Note that 65534 + 2 = 65536, but a 2-byte pair register (HL register) cannot store a value greater than 65535. Therefore, a carry occurs and the value becomes 0. (c) If the number of INs is 3 and the number of OUTs is 3, the HL register will be 65534 and the carry flag will be 0.
[0357] In the "Advantageous Section Difference Counter > Upper Limit?" section, a carry-over is determined by "Advantageous Section Difference Counter Addition". If a carry-over occurs, the result is YES; if no carry-over occurs, the result is NO. In the above example, under the situation where the value stored in the Advantageous Section Difference Counter is 65534, a) if IN = 3 and OUT = 0, the result is YES. Also, in the above example, under the situation where the value stored in the Advantageous Section Difference Counter is 65534, b) if IN = 3 and OUT = 1, the result is YES. Similarly, in the above example, under the situation where the value stored in the Advantageous Section Difference Counter is 65534, c) if IN = 3 and OUT = 3, the result is NO.
[0358] If the result of "Advantageous interval difference counter > Upper limit?" is YES, the carry flag is set to 1, so a predetermined operation is performed to set the carry flag to 0. For example, the predetermined operation is the exclusive OR of the value in register A and the value in register A. As a result of this exclusive OR, the carry flag becomes 0. Although the exclusive OR of the value in register A and the value in register A is given as an example of the predetermined operation, any operation that sets the carry flag to 0 is acceptable.
[0359] In the "Advantageous Interval Difference Counter Upper Limit Set" function, when a carry occurs due to "Advantageous Interval Difference Counter Addition", a predetermined upper limit (65535) is stored in the register that stores the calculation result (HL register in this embodiment). In the above example, under the situation where the value stored in the advantageous interval difference counter is 65534, if a) IN count = 3 and OUT count = 0, then "Advantageous Interval Difference Counter Subtraction" results in HL register = 1. In such a case, 65535 is stored in the HL register by "Advantageous Interval Difference Counter Upper Limit Set".
[0360] In other words, if a carry occurs in the value stored in the HL register and an abnormal value is stored, the upper limit value of 65535 is stored in the HL register, making it possible to calculate the difference in the number of game media in the advantageous section as accurately as possible. Even if the "advantageous section difference counter upper limit set" is executed, the advantageous section continues, and it is possible to provide the player with gameplay in the advantageous section. In other words, even in gameplay after the "advantageous section difference counter upper limit set" is executed, the process in Figure 54 will be executed as long as the advantageous section continues.
[0361] Note that while Figure 54 includes a process for "setting the upper limit of the advantageous section difference counter," this process is not required. Specifically, if "advantageous section difference counter > upper limit" determines YES, the value may be set to the value stored in the advantageous section difference counter from the previous game. For example, if the value stored in the advantageous section difference counter is 65534, and the number of INs and OUTs for the game are a) INs = 3, OUTs = 0, then the value stored in the advantageous section difference counter may be 65534 (the same value as the advantageous section difference counter from the previous game). With such a configuration, abnormal values (values with digit shifts) can be prevented from being stored in the "advantageous section difference counter." Also, since the process equivalent to "setting the upper limit of the advantageous section difference counter" is eliminated, the program size can be reduced.
[0362] That is, when an overflow occurs due to "adding the difference counter for the advantageous section", the value at the time of overflow is not used to update the difference counter for the advantageous section, so that an abnormal value does not enter as the value of the difference counter for the advantageous section. In other words, even when the difference in the game medium in the advantageous section becomes a negative value, the advantageous section can be ended using the difference in the game medium in the advantageous section as accurately as possible.
[0363] Also, although 65535 (the maximum value that can be stored in the difference counter for the advantageous section) is described as an example of the upper limit value, it is not limited to this. For example, a value such as 12400, which is a numerical value less than the maximum value that can be stored in the difference counter for the advantageous section, may be used. If 12400 is adopted as the upper limit value, the difference counter for the advantageous section can store a value corresponding to -10000 as the difference in the game medium in the advantageous section.
[0364] In "subtracting the difference counter for the advantageous section", the complement of the value of the operation result (the value stored in the A register) in "(IN number < OUT number?)" (IN number - OUT number) is calculated and stored in the A register; then, the calculated complement (the value stored in the A register) is subtracted from the HL register.
[0365] Note that the complement in "subtracting the difference counter for the advantageous section" refers to the smallest number among the numbers that overflow beyond 1 byte (255). For example, it can be derived by 0 - the value in the A register or by a single instruction (NEG instruction) for deriving the complement.
[0366] For example, in a situation where the value stored in the difference counter for the advantageous section (the value in the HL register) is 2 e) When IN number = 3 and OUT number = 10, the A register = 249. In "subtracting the difference counter for the advantageous section", first, 7, which is the complement of 249, is derived. Then, by calculating 2 - 7, 65531 is stored in the HL register. Since 2 - 7 is less than 0 (there is an underflow), the carry flag becomes 1.
[0367] Furthermore, for example, in a situation where the value stored in the advantageous interval difference counter (the value in the HL register) is 10, E) If the number of INs is 3 and the number of OUTs is 10, the A register will be 249. However, using the "advantageous interval difference counter addition", we first derive 7, which is the complement of 249. Then, by performing the calculation 10-7, 3 is stored in the HL register. Note that 10-7 does not go below 0 (there is no carry-over), so the carry flag will be 0.
[0368] The "Advantageous Interval Difference Counter Save" operation stores the value stored in the HL register into the advantageous interval difference counter. In other words, it is a process that updates the advantageous interval difference counter.
[0369] For example, if 2400 is stored in the HL register due to "Set initial value of advantageous interval difference counter", then 2400 will be stored in the advantageous interval difference counter by "Save advantageous interval difference counter".
[0370] For example, if the "Activate Replay" option is selected as YES, the value of the advantageous section difference counter from the previous game is stored in the HL register. Therefore, "Save Advantageous Section Difference Counter" stores the same value as the advantageous section difference counter from the previous game in the advantageous section difference counter.
[0371] For example, if the result of "Advantageous Section Difference Counter > Upper Limit?" is NO, the value obtained by adding the difference in the number of game media used in the current game (number of INs - number of OUTs) to the value of the advantageous section difference counter from the previous game is stored in the HL register. Therefore, "Save Advantageous Section Difference Counter" stores the value obtained by adding the difference in the number of game media used in the current game to the value of the advantageous section difference counter from the previous game into the advantageous section difference counter.
[0372] For example, if the answer to "Advantageous interval difference counter > Upper limit?" is YES, the HL register stores the upper limit (65535), and therefore, "Save advantageous interval difference counter" stores the upper limit (65535) in the advantageous interval difference counter.
[0373] For example, after "deducting the advantageous section difference counter," the value obtained by subtracting the difference in the game medium used in the current game (number of OUTs - number of INs) from the value of the advantageous section difference counter from the previous game is stored in the HL register. Therefore, "saving the advantageous section difference counter" stores the value obtained by subtracting the difference in the game medium used in the current game from the value of the advantageous section difference counter from the previous game in the advantageous section difference counter.
[0374] The "Advantageous Section Difference > 2400?" check determines whether the difference in the number of game media in the advantageous section exceeds 2400. Specifically, it determines whether the carry flag is 1. If the carry flag is 1, the result is YES; if the carry flag is not 1 (i.e., the carry flag is 0), the result is NO. Note that the carry flag being 1 occurs when there is a decrease in the number of digits due to "Advantageous Section Difference Counter Subtraction". On the other hand, if there is a carry-over due to "Advantageous Section Difference Counter Addition", the carry flag will initially be 1, but then a predetermined calculation is performed to set the carry flag to 0, so "Advantageous Section Difference > 2400?" can be judged as NO.
[0375] In other words, with "Advantageous section difference > 2400?", it is possible to determine whether the difference in the number of game media in the advantageous section exceeds 2400 based on whether the carry flag is 1 or not. Therefore, the program size can be reduced compared to directly comparing the difference in the number of game media in the advantageous section with a constant (2400).
[0376] Thus, in "Advantageous Section Difference > 2400?", the difference in the number of game media in the advantageous section exceeds 2400 depending on whether the carry flag is 1 or not, and the "Advantageous Section Difference Counter Initial Value Set" stores 2400 as the initial value.
[0377] As mentioned earlier, this 2400 is a value corresponding to the difference in the number of game media used in the advantageous period that ends. In other words, if the difference in the number of game media used in the advantageous period that ends exceeds 2400, it will fall below 0, and the carry flag will be 1. To put it another way, "advantageous period difference > 2400?" is a process to determine whether the value of the advantageous period difference counter is less than 0.
[0378] Furthermore, as mentioned earlier, if the initial value of the advantageous interval difference counter is set to "2415", then "advantageous interval difference > 2400?" becomes a check to determine whether the value of the advantageous interval difference counter is less than 15.
[0379] Furthermore, by storing 2400 as the initial value, it is possible to store a value equivalent to -63135 as the difference in the game medium, with the start of the advantageous period as the starting point (0). For example, when the initial value is 2400, a situation where the value of the advantageous period difference counter is 30000 means that the difference is -27600, with the start of the advantageous period as the starting point (0).
[0380] As described above, by storing 2400 as the initial value, which is "a value corresponding to the difference in the number of game media in the advantageous period defined as the termination condition for the advantageous period," the program capacity required to determine whether or not the difference in the number of game media in the advantageous period exceeds 2400 can be reduced. Furthermore, by storing 2400 as the initial value, it is possible to store values up to -63135 as the difference in the number of game media in the advantageous period. Note that while storing 2400 as the initial value is given as an example, any value other than 2400 that has a similar effect can be adopted as the initial value (for example, 2401).
[0381] In "RWM initialization", all parameters that affect the performance related to the indication function are updated to 0, and the management process of the advantageous section clear counter is terminated. The parameters that affect the performance related to the indication function include the number of AT games, the gaming state related to AT, the advantageous section clear counter, the advantageous section difference counter, etc. By updating the advantageous section type to 0, the next game will be a normal game that is not an advantageous section. In the game of the advantageous section, the next game of the game in which "RWM initialization" was not executed will be a game of the advantageous section (the advantageous section does not end).
[0382] Note that in "IN number < OUT number?", the OUT number is subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when there is a carry in the A register), in "advantageous section difference counter addition", the complement is calculated by a predetermined operation and stored in the A register (the difference of the game medium in this game), and then the value stored in the HL register (the value stored in the advantageous section difference counter) is added to the value stored in the A register (the difference of the game medium in this game). In other words, when it is YES in "IN number < OUT number?", it may be configured to add the absolute value of the difference of the game medium in this game to the value stored in the advantageous section difference counter.
[0383] Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when there is no carry in the A register), in "advantageous section difference counter subtraction", without calculating the complement, the value stored in the HL register (the value stored in the advantageous section difference counter) is subtracted from the value stored in the A register (the difference of the game medium in this game). In other words, when it is NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference of the game medium in this game from the value stored in the advantageous section difference counter.
[0384] As explained above, Figures 53 and 54 illustrate specific processes for ending the advantageous period based on the difference in the number of game tokens, but these are not the only methods. In other words, it is sufficient if the advantageous period can be ended based on the difference in the number of game tokens.
[0385] Furthermore, while Figures 53 and 54 also included the condition that the number of games played in the advantageous period reaches a predetermined number as one of the conditions for ending the advantageous period, it is not necessary to use the number of games played in the advantageous period reaching a predetermined number as a condition for ending the advantageous period. In that case, it is not necessary to have the advantageous period clear counter shown in Figures 53 and 54.
[0386] If a favorable interval clear counter is not provided, the following processes are not required: the process corresponding to "favorable interval clear counter - 1" in Figures 53 and 54, the process corresponding to "favorable interval clear counter before subtraction = 0?", and the process corresponding to "save initial value of favorable interval clear counter".
[0387] <Regarding the relationship between the initialization process associated with the operation of the setting change device and the advantageous section difference counter> In the advantageous interval difference counter described above, the value stored in the advantageous interval difference counter was configured to be cleared by an RWM clear upon the end of the advantageous interval or by powering on with a setting change (RWM clear upon setting change). However, it may also be configured so that it is cleared only by an RWM clear upon the end of the advantageous interval (and not by powering on with a setting change). Note that setting changes include not only changing to a different setting value (for example, changing from setting value 1 to setting value 6) but also changing to the same setting value (for example, changing from setting value 1 to setting value 1).
[0388] In this configuration, if the power is turned on with a setting change while the game is in an advantageous period and a predetermined value is stored in the advantageous period difference counter, the game will start from the normal period. Subsequently, the advantageous period difference counter is not updated in the normal period, so the value of the advantageous period difference counter when the game transitions to an advantageous period is the predetermined value before the setting change.
[0389] By configuring it in this way, it is possible to provide a gaming machine that keeps the element of chance within a certain range while improving gameplay compared to clearing the value of the advantageous section difference counter by RWM clearing which involves power-on with setting changes.
[0390] For example, if a player ends playing at a certain amusement parlor when the difference in the number of game tokens in a predetermined advantageous period is -3000, even if the settings are changed the next day, the player can start playing from a point where the difference in the number of game tokens is -3000 in the advantageous period after the setting change. Starting from the beginning of the advantageous period after the setting change, it becomes possible to obtain a maximum of approximately 5400 game tokens in a single advantageous period.
[0391] Furthermore, by clearing the value of the advantageous period difference counter at the arcade, it is possible to prevent users from suffering significant losses when the performance of the instruction function changes based on the advantageous period difference counter.
[0392] For example, if the value of the advantageous section difference counter is lower than the initial value, and the performance related to the instruction function, such as the probability of winning an AT or the rate of granting benefits such as AT extension, is improved when the advantageous section difference counter value is lower than the initial value, even if the business ends with the advantageous section difference counter value lower than the initial value and the settings are changed afterward, the advantageous section difference counter value will not be reset in the next day's business, so the game can start with improved performance related to the instruction function.
[0393] The following explains the relationship between the initialization process associated with the operation of the setting change device and the advantageous interval difference counter.
[0394] <<Case 1>> In cases where the advantage section difference counter is not initialized during the initialization process due to a setting change, but the advantage section type is initialized.
[0395] In the advantageous section (advantageous section type = 1), if the value of the advantageous section difference counter is a predetermined value (predetermined value ≠ 0), the power is cut off. If the setting change key is turned ON while power is not supplied, and power is restored, the setting change device operates, and an initialization process is performed in conjunction with the operation of the setting change device. In this initialization process, the value of the advantageous section difference counter is not initialized, but the advantageous section is initialized (advantageous section type = 0). In other words, when this initialization process is performed and the operation of the setting change device has finished, the game state is the normal section, and the value of the advantageous section difference counter is the predetermined value.
[0396] Then, the first game after the setting change device has finished operating will be played in the normal section. If a predetermined number of bets (for example, 3) are placed at the start of that first game, and the advantageous section transition process determines that the next game will not transition to the advantageous section, and no payout is made as a result of that first game, then the next game will also be in the normal section, and the value of the advantageous section difference counter will be the predetermined value (the value of the advantageous section difference counter will not be updated).
[0397] Furthermore, the first game played after the setting change device has finished operating will be played in the normal section. Even if a predetermined number of bets are placed at the start of the first game, and the advantageous section transition process determines that the next game will not transition to the advantageous section, and a specific number (for example, 10) is paid out as a result of the first game, the next game will still be in the normal section, and the value of the advantageous section difference counter will be a predetermined value.
[0398] Furthermore, the first game after the setting change device has finished operating will be played in the normal section. If a predetermined number of bets are placed at the start of the first game, and the advantageous section transition process determines that the next game will be played in the advantageous section, and no payout is made as a result of the first game, the next game will be played in the advantageous section, and the value of the advantageous section difference counter will be a predetermined value.
[0399] Furthermore, the first game after the setting change device has finished operating will be played in the normal section. If a predetermined number of bets are placed at the start of that first game, and the advantageous section transition process determines that the next game will be played in the advantageous section, and a specific number of payouts are made as a result of that first game, then the next game will be played in the advantageous section, and the value of the advantageous section difference counter will be a predetermined value.
[0400] In other words, during gameplay in the normal section, the process of updating the value of the advantageous section difference counter is not performed.
[0401] Furthermore, in the advantageous section clear counter management process at the end of the game, when the value of the advantageous section difference counter is a predetermined value, the game is played within the advantageous section, a predetermined number of bets were made at the start of the game, and no payout was made as a result of the game, the value of the advantageous section difference counter can be updated (value of advantageous section difference counter = predetermined value - 3).
[0402] Furthermore, in the advantageous section clear counter management process at the end of the game, when the value of the advantageous section difference counter is a predetermined value, the game is played within the advantageous section, a predetermined number of bets were made at the start of the game, and a specific number of payouts were made as a result of the game, the value of the advantageous section difference counter can be updated (value of advantageous section difference counter = predetermined value + 10 - 3).
[0403] In other words, during gameplay after the transition to the advantageous period, the process of updating the value of the advantageous period difference counter is executed.
[0404] In Case 1, when the value of the advantageous section difference counter is a predetermined value, the game is in an advantageous section, and the main game state is AT, and the initialization process associated with the operation of the setting change device is performed, the state after initialization will be that the value of the advantageous section difference counter is a predetermined value, the game is in a normal section, and the main game state corresponds to the normal section (not AT). The RT state may be initialized (transitioned to non-RT) or maintained. Whether to initialize or maintain the RT state by changing the settings can be determined in the specifications of each game machine.
[0405] With this configuration, even if the amusement parlor closes for the day during AT (Automatic Trigger) mode and the settings are changed the next day, the AT state can be reset, thus preventing the situation from becoming significantly advantageous to the user when the parlor opens.
[0406] In addition, in Case 1, the value of the advantageous section difference counter is initialized by the initialization process due to an RWM abnormality and the initialization process due to the advantageous section clear counter management process at the end of the advantageous section. The initialization process due to an RWM abnormality is the initialization process that is executed when an irrecoverable error occurs and the setting change device is activated thereafter. Note that the initialization range differs between the initialization process that accompanies the activation of the setting change device when an irrecoverable error occurs and the initialization process that accompanies the activation of the setting change device when no irrecoverable error occurs. The initialization process due to the advantageous section clear counter management process is the initialization process that occurs when the value of the advantageous section difference counter reaches its upper limit (so-called ending) or when any advantageous section end condition is met.
[0407] Furthermore, if the initialization conditions for the advantageous section difference counter in Case 1 are limited to initialization due to RWM abnormalities and initialization due to the advantageous section clear counter management process at the end of the advantageous section, it becomes impossible to initialize the advantageous section difference counter under other arbitrary conditions. For example, if the value of the advantageous section difference counter is below the initial value (i.e., the user's difference is negative), the user cannot arbitrarily initialize the advantageous section difference counter, thus preventing the possibility of the user suffering significant losses.
[0408] Furthermore, as another optional condition for initializing the value of the advantageous interval difference counter, the advantageous interval difference counter may be initialized by operating the advantageous interval difference counter clear switch.
[0409] In this case, the operation of the advantageous section difference counter clear switch includes pressing the advantageous section difference counter clear switch while turning on the power when the power is off, or pressing the advantageous section difference counter clear switch once or holding it down when the power is shared. The initialization range of the initialization process based on the advantageous section difference counter clear switch may be the advantageous section difference counter only, or the advantageous section difference counter and the advantageous section type.
[0410] If the value of the advantageous section difference counter can be initialized under other arbitrary conditions, then even if there is a malfunction based on the advantageous section difference counter, the arcade operator can easily resolve the malfunction.
[0411] Furthermore, the operation of the advantageous section difference counter clear switch may be disabled or enabled when the opening of the front door is detected.
[0412] Furthermore, while the advantageous section difference counter clear switch is pressed during gameplay, other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled.
[0413] Furthermore, if the operation of the advantageous section difference counter clear switch is defined as pressing the advantageous section difference counter clear switch while the power is turned on when the power is off, there is a possibility that the advantageous section difference counter clear switch may be pressed and the setting key switch may be ON when the power is off.
[0414] In this case, the following scenarios are possible: the advantageous section difference counter and advantageous section type are initialized and the setting change mode is activated; the advantageous section difference counter and advantageous section type are initialized but the setting change mode is not activated; the advantageous section difference counter is initialized but the advantageous section type is not initialized and the setting change mode is activated; the advantageous section difference counter is initialized but the advantageous section type is not initialized and the setting change mode is not activated; the advantageous section difference counter is not initialized but the advantageous section type is initialized and the setting change mode is activated; and the advantageous section difference counter is not initialized but the advantageous section type is initialized and the setting change mode is not activated.
[0415] Furthermore, in Case 1, since the arcade operator would be unable to ascertain the value of the advantageous section difference counter, the value of the advantageous section difference counter could be indicated by a lamp or the like in a location that is not normally visible to the user (for example, the back of the front door or inside the machine cabinet).
[0416] For example, if the red LED is off, the value of the advantageous section difference counter is greater than or equal to the initial value; if the red LED is blinking at 5-second intervals, the value of the advantageous section difference counter is less than the initial value but greater than or equal to the initial value minus 5000; if the red LED is blinking at 3-second intervals, the value of the advantageous section difference counter is less than the initial value minus 5000 but greater than or equal to the initial value minus 30000; and if the red LED is lit, the value of the advantageous section difference counter is the lower limit (or the upper limit if the advantageous section difference counter adds up the bet amount).
[0417] Alternatively, for example, the value of the advantageous section difference counter may be displayed using a 5-digit display (such as a display with five adjacent 7-segment displays).
[0418] Alternatively, as a way to allow the amusement parlor to know the value of the advantageous section difference counter, the value of the advantageous section difference counter, or the number of bets and payouts for each game within the advantageous section, can be output to an external terminal so that it can be checked on the hall computer.
[0419] Furthermore, in Case 1, since the value of the advantageous section difference counter can easily reach its lower limit, in order to determine whether the lower limit was reached through a normal route or due to fraudulent activity, the value of the advantageous section difference counter from the previous game and the value of the advantageous section difference counter from the current game are stored for each game. If the difference between the value of the advantageous section difference counter from the previous game and the value of the advantageous section difference counter from the current game falls within a certain value (for example, 14), it is judged to be normal and the value of the advantageous section difference counter is updated, and the value of the advantageous section difference counter from the current game is saved in the value of the advantageous section difference counter from the previous game. If the difference between the value of the advantageous section difference counter from the previous game and the value of the advantageous section difference counter from the current game does not fall within a certain value (for example, 14), it is judged to be abnormal and the value of the advantageous section difference counter is not updated, and the game is stopped by error processing, or the value of the advantageous section difference counter is updated, but an error command is sent to the sub-control means, and the sub-control means executes error notification.
[0420] With this configuration, even if the value of the advantageous section difference counter is fraudulently lowered to its lower limit, the game parlor can be notified.
[0421] Furthermore, in Case 1, the advantageous section difference counter was not updated during the normal section, but it is also possible to update the advantageous section difference counter during the normal section. In such cases, the advantageous section clear counter management process is made updateable even during the normal section, and the bet count is subtracted and the payout count is added to the value of the advantageous section difference counter according to the progress of the game in the normal section. Note that in this modified version, it is possible to reach the upper limit of the advantageous section difference counter during the normal section. If the upper limit of the advantageous section difference counter is reached during the normal section, the advantageous section difference counter and the advantageous section type may be initialized by executing an initialization process, or the advantageous section difference counter may be initialized but the advantageous section type may not be initialized (because the advantageous section type is at its initial value during the normal section). In other words, the initialization process (initialization range) when the upper limit of the advantageous section difference counter is reached during the advantageous section and the initialization process (initialization range) when the upper limit of the advantageous section difference counter is reached during the normal section may be the same process or different processes.
[0422] <<Case 2>> If neither the advantageous section difference counter nor the advantageous section type is initialized during the initialization process due to a setting change.
[0423] When the game is in an advantageous period (advantageous period type = 1) and the value of the advantageous period difference counter is a predetermined value (predetermined value ≠ 0), the power is cut off. If the setting change key is turned ON while the power is off, and the power is restored, the setting change device operates, and an initialization process is performed in conjunction with the operation of the setting change device. In this initialization process, the value of the advantageous period difference counter and the advantageous period type are not reset (advantageous period type = 1). In other words, when this initialization process is performed and the operation of the setting change device has finished, the game state is an advantageous period, and the value of the advantageous period difference counter is the predetermined value.
[0424] Then, the first game after the setting change device has finished operating will be played in the advantageous section. If a predetermined number of bets (for example, 3) are placed at the start of the first game, and no payout is made as a result of the first game, and the advantageous section clear counter management process determines that the game will not transition to the normal section for the next game, then the next game will also be in the advantageous section, and the value of the advantageous section difference counter will be updateable (predetermined value - 3).
[0425] Furthermore, the first game played after the setting change device has finished operating will be played in the advantageous section, and if a predetermined number of bets are placed at the start of the first game, and a specific number (for example, 10) is paid out as a result of the first game, and if the advantageous section clear counter management process determines that the game will not transition to the normal section for the next game, the next game will still be in the advantageous section, and the value of the advantageous section difference counter will be updateable (predetermined value + 10 - 3).
[0426] Furthermore, the first game played after the setting change device has finished operating will be played in the advantageous section. If a predetermined number of bets are placed at the start of the first game, and no payout is made as a result of that first game, and the advantageous section clear counter management process determines that the next game will be played in the normal section (the initialization process in the advantageous section clear counter management process is executed), then the next game will be played in the normal section, and the value of the advantageous section difference counter will be its initial value.
[0427] Furthermore, the first game played after the setting change device has finished operating will be played in the advantageous section. If a predetermined number of bets are placed at the start of the first game, and a specific number of payouts are made as a result of the first game, and the advantageous section clear counter management process determines that the next game will be played in the normal section (the initialization process in the advantageous section clear counter management process is executed), then the next game will be played in the normal section, and the value of the advantageous section difference counter will be its initial value.
[0428] In other words, even after the initialization process when a setting change is performed during the advantageous period, the period remains advantageous, and the process of updating the value of the advantageous period difference counter is executed.
[0429] Furthermore, if the setting change device is activated and initialization processing is performed while the game is in a normal zone, the first game after the setting change device has finished operating will be played in a normal zone. If a predetermined number of bets are placed at the start of that first game, and the advantageous zone transition process determines that the next game will not transition to an advantageous zone, and no payout is made as a result of that first game, then the next game will also be in a normal zone, and the value of the advantageous zone difference counter will be its initial value (the value of the advantageous zone difference counter will not be updated).
[0430] Furthermore, if the setting change device is activated and initialization processing is performed while the game is in a normal zone, the first game after the setting change device has finished operating will be played in a normal zone. If a predetermined number of bets are placed at the start of that first game, and the advantageous zone transition process determines that the next game will not transition to an advantageous zone, and a specific number of payouts are made as a result of that first game, then the next game will also be in a normal zone, and the value of the advantageous zone difference counter will be its initial value (the value of the advantageous zone difference counter will not be updated).
[0431] Furthermore, if the setting change device is activated and initialization processing is performed while the game is in a normal zone, the first game after the setting change device has finished operating will be played in a normal zone. If a predetermined number of bets are placed at the start of that first game, and the advantageous zone transition process determines that the next game will be played in an advantageous zone, and no payout is made as a result of that first game, then the next game will be played in an advantageous zone, and the value of the advantageous zone difference counter will be its initial value (the value of the advantageous zone difference counter will not be updated).
[0432] Furthermore, if the setting change device is activated and initialization processing is performed while the game is in a normal zone, the first game after the setting change device has finished operating will be played in a normal zone. If a predetermined number of bets are placed at the start of that first game, and the advantageous zone transition process determines that the next game will be played in an advantageous zone, and a specific number of payouts are made as a result of that first game, then the next game will be played in an advantageous zone, and the value of the advantageous zone difference counter will be its initial value (the value of the advantageous zone difference counter will not be updated).
[0433] In other words, if the setting change device is activated and initialization is performed during the normal section, the game will start from the normal section.
[0434] In Case 2, when the value of the advantageous section difference counter is a predetermined value, the game is in an advantageous section, and the main game state is AT, and the initialization process associated with the operation of the setting change device is performed, the state after initialization will be that the value of the advantageous section difference counter is a predetermined value, the game is in an advantageous section, and the main game state is a game state other than AT. For example, the other game state could be a game state that has a high proportion of stays in the design (e.g., the normal advantageous section state). The RT state may be initialized (transitioned to non-RT) or maintained. Whether to initialize or maintain the RT state by changing the settings can be determined in the specifications of each game machine.
[0435] Furthermore, if the main game state before the setting change was during AT, the main game state after the setting change may be a predetermined main game state (for example, the normal state in the advantageous section).
[0436] Furthermore, if the main game state before the setting change was a different game state from the AT state, the main game state after the setting change may be set to a predetermined main game state.
[0437] With this configuration, even if the amusement parlor closes for the day during AT (Automatic Trigger) mode and the settings are changed the next day, the AT state can be reset, thus preventing the situation from becoming significantly advantageous to the user when the parlor opens.
[0438] Furthermore, in the case of Case 2, if the value of the advantageous section difference counter is a predetermined value, the game is in an advantageous section, and the main game state is AT, then when the initialization process associated with the operation of the setting change device is performed, the state after initialization may also be that the value of the advantageous section difference counter is a predetermined value, the game is in an advantageous section, and the main game state is AT.
[0439] With this configuration, the process of changing the main game state during the initialization process associated with the operation of the setting change device becomes unnecessary, resulting in reduced program size and improved program readability.
[0440] Furthermore, to allow the arcade to reset the main game state, a separate main game state reset switch may be provided to enable the reset of the main game state. The main game state reset switch can be activated by pressing the advantageous section difference counter clear switch while turning on the power when the power is off, or by pressing the advantageous section difference counter clear switch once or holding it down when the power is shared. The reset of the main game state could be the main game state selected immediately after transitioning to the normal section or the advantageous section, or a predetermined game state.
[0441] In addition, in Case 2, the value of the advantageous section difference counter is initialized by initialization processing due to RWM abnormalities and initialization processing by advantageous section clear counter management processing at the end of the advantageous section. Initialization processing by advantageous section clear counter management processing refers to initialization processing when the value of the advantageous section difference counter reaches its upper limit (so-called ending) or when any advantageous section end conditions are met.
[0442] Furthermore, if the initialization conditions for the advantageous section difference counter in Case 2 are limited to initialization due to RWM abnormalities and initialization due to the advantageous section clear counter management process at the end of the advantageous section, it becomes impossible to initialize the advantageous section difference counter under other arbitrary conditions. For example, if the value of the advantageous section difference counter is below the initial value (i.e., the user's difference is negative), the user cannot arbitrarily initialize the advantageous section difference counter, thus preventing the possibility of the user suffering significant losses.
[0443] Furthermore, as another optional condition for initializing the value of the advantageous interval difference counter, the advantageous interval difference counter may be initialized by operating the advantageous interval difference counter clear switch.
[0444] In this case, the operation of the advantageous section difference counter clear switch includes pressing the advantageous section difference counter clear switch while turning on the power when the power is off, or pressing the advantageous section difference counter clear switch once or holding it down when the power is shared. The initialization range of the initialization process based on the advantageous section difference counter clear switch may be the advantageous section difference counter only, or the advantageous section difference counter and the advantageous section type.
[0445] If the value of the advantageous section difference counter can be initialized under other arbitrary conditions, then even if there is a malfunction based on the advantageous section difference counter, the arcade operator can easily resolve the malfunction.
[0446] Furthermore, the operation of the advantageous section difference counter clear switch may be disabled or enabled when the opening of the front door is detected.
[0447] Furthermore, while the advantageous section difference counter clear switch is pressed during gameplay, other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled.
[0448] Furthermore, if the operation of the advantageous section difference counter clear switch is defined as pressing the advantageous section difference counter clear switch while the power is turned on when the power is off, there is a possibility that the advantageous section difference counter clear switch may be pressed and the setting key switch may be ON when the power is off.
[0449] In this case, the following scenarios are possible: the advantageous section difference counter and advantageous section type are initialized and the setting change mode is activated; the advantageous section difference counter and advantageous section type are initialized but the setting change mode is not activated; the advantageous section difference counter is initialized but the advantageous section type is not initialized and the setting change mode is activated; the advantageous section difference counter is initialized but the advantageous section type is not initialized and the setting change mode is not activated; the advantageous section difference counter is not initialized but the advantageous section type is initialized and the setting change mode is activated; and the advantageous section difference counter is not initialized but the advantageous section type is initialized and the setting change mode is not activated.
[0450] Furthermore, in Case 2, since the arcade operator would be unable to ascertain the value of the advantageous section difference counter, the value of the advantageous section difference counter could be indicated by a lamp or similar in a location that is not normally visible to the user (for example, the back of the front door or inside the machine cabinet).
[0451] For example, if the red LED is off, the value of the advantageous section difference counter is greater than or equal to the initial value; if the red LED is blinking at 5-second intervals, the value of the advantageous section difference counter is less than the initial value but greater than or equal to the initial value minus 5000; if the red LED is blinking at 3-second intervals, the value of the advantageous section difference counter is less than the initial value minus 5000 but greater than or equal to the initial value minus 30000; and if the red LED is lit, the value of the advantageous section difference counter is the lower limit (or the upper limit if the advantageous section difference counter adds up the bet amount).
[0452] Alternatively, for example, the value of the advantageous section difference counter may be displayed using a 5-digit display (such as a display with five adjacent 7-segment displays).
[0453] Alternatively, as a way to allow the amusement parlor to know the value of the advantageous section difference counter, the value of the advantageous section difference counter, or the number of bets and payouts for each game within the advantageous section, can be output to an external terminal so that it can be checked on the hall computer.
[0454] Furthermore, in Case 2, since the value of the advantageous section difference counter can easily reach its lower limit, in order to determine whether it reached the lower limit through a normal route or due to fraudulent activity, the value of the advantageous section difference counter from the previous game and the value of the advantageous section difference counter from the current game are stored for each game. If the difference between the two values is within a certain limit (for example, 14), it is judged to be normal and the value of the advantageous section difference counter is updated, and the value of the advantageous section difference counter from the current game is saved in the value of the previous game's advantageous section difference counter. If the difference between the two values is not within a certain limit (for example, 14), it is judged to be abnormal and the value of the advantageous section difference counter is not updated, and the game is stopped by error processing, or the value of the advantageous section difference counter is updated, but an error command is sent to the sub-control means, and the sub-control means executes error notification.
[0455] With this configuration, even if the value of the advantageous section difference counter is fraudulently lowered to its lower limit, the game parlor can be notified.
[0456] Furthermore, in Case 2, even if the initialization process due to the setting change is performed, the type of advantageous period does not change. Therefore, even if the setting is changed while in an advantageous period, the game played immediately after the setting change will be in an advantageous period, and the processing related to the instruction function can be executed based on the results of the internal lottery by the internal lottery means.
[0457] This allows the instruction function to be executed from the very first game after the settings are changed, minimizing the number of games in which the instruction function cannot be executed (games in the normal section), thereby improving the enjoyment of the game.
[0458] Furthermore, in Case 2, the advantageous interval difference counter was not updated during the normal interval, but as a variation of Case 2, the advantageous interval difference counter may be updated during the normal interval.
[0459] In such cases, the advantageous section clear counter management process is made updateable even during the normal section, and the number of bets is subtracted and the number of payouts is added to the value of the advantageous section difference counter according to the progress of gameplay in the normal section.
[0460] Specifically, in a normal game state, the value of the advantageous game state difference counter is a predetermined value, a predetermined number of bets are placed at the start of the game, and the advantageous game state transition process determines that the game will not transition to the advantageous game state, and no payout is made as a result of that game, then the next game state is also a normal game state, and the value of the advantageous game state difference counter can be updated (predetermined value - 3).
[0461] Furthermore, in a normal section, the value of the advantageous section difference counter is a predetermined value, and if a predetermined number of bets are made at the start of the game, and the advantageous section transition process determines that the game will not transition to the advantageous section, and a specific number of payouts are made as a result of that game, then the next game will also be in the normal section, and the value of the advantageous section difference counter can be updated (predetermined value + 10 - 3).
[0462] Furthermore, in a normal section, the value of the advantageous section difference counter is a predetermined value, and if a predetermined number of bets are made at the start of the game, and the advantageous section transition process determines that the game will transition to the advantageous section for the next game, and no payout is made as a result of that game, then the next game will be in the advantageous section, and the value of the advantageous section difference counter can be updated (predetermined value - 3).
[0463] Furthermore, in a normal game state, the value of the advantageous game state difference counter is a predetermined value. If a predetermined number of bets are placed at the start of the game, and the advantageous game state transition process determines that the next game will be played in the advantageous game state, and a specific number of payouts are made as a result of that game, then the next game will be played in the advantageous game state, and the value of the advantageous game state difference counter can be updated (predetermined value + 10 - 3).
[0464] With these configurations, the value of the advantageous section difference counter can be updated regardless of whether it is a normal section or an advantageous section, improving gameplay in the normal section. Furthermore, since the advantageous section difference counter update process can be implemented in a common module without determining the game section, program size can be compressed and program readability can be improved.
[0465] Furthermore, in the modified case of Case 2, the initialization conditions for the advantageous section difference counter may include not only the initialization process due to RWM abnormality and the initialization process due to the advantageous section clear counter management process at the end of the advantageous section, but also the time of transition to the advantageous section.
[0466] The initialization process upon transitioning to the advantageous period is a process that can be executed when it is decided to transition to the advantageous period in the next game during the advantageous period transition process in the normal period, and it is executed before the start of the next game.
[0467] This allows the advantageous section difference counter to be reset when transitioning to an advantageous section, even if the value of the advantageous section difference counter exceeds the initial value during the normal section. This prevents the advantageous section from ending with the user's winnings being less than 2400 coins if an AT is won immediately after the start of the advantageous section. Note that the initialization process when transitioning to an advantageous section does not necessarily have to be performed every time an advantageous section is transitioned. Alternatively, the initialization process may be performed only if the value of the advantageous section difference counter exceeds the initial value when transitioning to an advantageous section, setting the value of the advantageous section difference counter to the initial value.
[0468] Furthermore, whether or not to execute the initialization process for any termination condition (an advantageous period termination condition other than reaching the upper limit of the advantageous period difference counter) among the initialization conditions for the advantageous period difference counter that are performed by the advantageous period clear counter management process at the end of the advantageous period may be determined according to the status of the advantageous period.
[0469] For example, if the advantageous period ends when any termination condition is met within that period, and the value of the advantageous period difference counter exceeds the initial value, it is conceivable that initialization processing would be performed at the end of the advantageous period, while initialization processing would not be performed at the end of the advantageous period if the value of the advantageous period difference counter is less than or equal to the initial value.
[0470] In this case, since the user benefits if the value of the advantageous period difference counter is less than or equal to the initial value, even if they do not win any payouts during the advantageous period, they can recover those payouts at the next opportunity, thus preventing a decrease in the enjoyment of the game at the end of the advantageous period.
[0471] For example, if the advantageous period ends when any termination condition is met within the advantageous period, and the value of the advantageous period difference counter exceeds the initial value, it is conceivable that the initialization process would not be performed at the end of the advantageous period, while the value of the advantageous period difference counter would be less than or equal to the initial value, and the initialization process would be performed at the end of the advantageous period.
[0472] In this case, the possibility of the amusement parlor winning more payouts than anticipated can be reduced, enabling stable operation of the parlor.
[0473] In this modified case 2, it is possible that the upper limit of the advantageous interval difference counter may be reached during the normal interval. If the upper limit of the advantageous interval difference counter is reached during the normal interval, the advantageous interval difference counter and the advantageous interval type may be initialized by executing an initialization process, or the advantageous interval difference counter may be initialized but the advantageous interval type may not be initialized (because the advantageous interval type is at its initial value in the normal interval). In other words, the initialization process (initialization range) when the upper limit of the advantageous interval difference counter is reached during the advantageous interval and the initialization process (initialization range) when the upper limit of the advantageous interval difference counter is reached during the normal interval may be the same process or different processes.
[0474] The modified version of Case 2 can be combined with the other configurations in Case 2 without any problems. It is a modification of Case 2 that allows the advantageous interval difference counter to be updated during the normal interval. The changes are based on the modified version of Case 2, and it goes without saying that the configuration of Case 2 can be used for other common points (for example, the configuration of the advantageous interval difference counter clear switch).
[0475] <<Applies to both Case 1 and Case 2>> The common structure of Cases 1 and 2 (including variations) described above will be explained.
[0476] The advantageous section clear counter management process is executed at the end of the game (after all reels have stopped). Therefore, if the advantageous section difference counter is in a game section where it can be updated, the value of the advantageous section difference counter is a predetermined value, and the number of bets is a predetermined number, and the power outage process is executed during the period from the start of the game (start switch ON) to the end of the game (transition to all reels stopping and before the advantageous section clear counter management process is executed) (so-called "during gameplay"), and then the setting key is turned ON while the power supply is still off, the power supply is restored and the initialization process is executed by the setting change device, then the number of bets will be initialized, the number of credits will be initialized, the reels will not rotate and will return to the state before betting, and the value of the advantageous section difference counter will be a predetermined value.
[0477] In other words, the timing for subtracting a predetermined number, which is the number of bets, from the advantageous section difference counter is the advantageous section clear counter management process at the end of the game. Therefore, if an initialization process is performed due to a setting change during gameplay, the number of bets used in that game will not be updated.
[0478] This prevents arcades from intentionally manipulating the odds counter value to fall below its initial value by repeatedly placing bets and changing settings, thus preventing excessive gambling.
[0479] Furthermore, it is conceivable that the advantageous section clear counter management process be executed at the start of gameplay. In this case, the advantageous section clear counter management process is executed at the start of gameplay (start switch ON) and at the end of gameplay (processing after all reels have stopped). For this reason, if the advantageous section difference counter is in a gameplay section where it can be updated, the value of the advantageous section difference counter is a predetermined value, and the number of bets is a predetermined number, and the power outage processing is executed during the period from the start of gameplay (start switch ON) to the end of gameplay (transition to all reels stopping and before the advantageous section clear counter management process is executed) (so-called "during gameplay"), and then the setting key is turned ON while the power supply is stopped, the power supply is restored and the initialization process is executed by the operation of the setting change device, then the number of bets will be initialized, the number of credits will be initialized, the reels will not rotate and will return to the state before betting, and the value of the advantageous section difference counter will be the predetermined value - 3.
[0480] This allows for accurate updating of the advantageous section difference counter, as the number of medals actually used can be subtracted from the value of the advantageous section difference counter even when settings are changed during gameplay.
[0481] Furthermore, if the advantageous section clear counter management process is executed at the end of the game, it is executed after the payout of medals has finished. For this reason, if the advantageous section difference counter is in an updateable game section, the value of the advantageous section difference counter is a predetermined value, the number of bets is a predetermined number when the game starts, a combination of small winning symbols that pays out a specific number is displayed when all reels stop, and the power outage process is executed while a specific number of medals are being paid out (including while the number of payouts is being added to the credits), and then the setting key is turned ON while the power supply is interrupted and the power supply is restored, and the initialization process is executed by the setting change device, then the number of bets is initialized, the number of credits is initialized, the reels do not rotate and return to the state before betting, medal payouts do not resume, and the value of the advantageous section difference counter is a predetermined value.
[0482] As a result, even if an initialization process is performed due to a setting change during medal payout, the value of the advantageous section difference counter for the already paid-out medals will not be updated, thus preventing the medal payout process from becoming complicated.
[0483] <<Case 3>> When both the advantageous section difference counter and the advantageous section type are initialized during the initialization process due to a setting change.
[0484] In Case 3, both the advantageous section difference counter and the advantageous section type are initialized through the initialization process by changing settings, as in the conventional case. However, the difference is that the advantageous section difference counter can be updated even in the normal section.
[0485] Specifically, in a normal game state, the value of the advantageous game state difference counter is a predetermined value, a predetermined number of bets are placed at the start of the game, and the advantageous game state transition process determines that the game will not transition to the advantageous game state, and no payout is made as a result of that game, then the next game state is also a normal game state, and the value of the advantageous game state difference counter can be updated (value of advantageous game state difference counter = predetermined value - 3).
[0486] Furthermore, in a normal section, the value of the advantageous section difference counter is a predetermined value, and if a predetermined number of bets are made at the start of the game, and the advantageous section transition process determines that the game will not transition to the advantageous section, and a specific number of payouts are made as a result of that game, then the next game will also be in the normal section, and the value of the advantageous section difference counter can be updated (value of advantageous section difference counter = predetermined value + 10 - 3).
[0487] Furthermore, in a normal game state, the value of the advantageous game state difference counter is a predetermined value, and if a predetermined number of bets are placed at the start of the game, and the advantageous game state transition process determines that the next game will be played in the advantageous game state, and no payout is made as a result of that game state, then the next game state is the advantageous game state, and the value of the advantageous game state difference counter can be updated (value of advantageous game state difference counter = predetermined value - 3).
[0488] Furthermore, in a normal game state, the value of the advantageous game state difference counter is a predetermined value. If a predetermined number of bets are placed at the start of the game, and the advantageous game state transition process determines that the next game will be played in the advantageous game state, and a specific number of payouts are made as a result of that game state, then the next game state is the advantageous game state, and the value of the advantageous game state difference counter can be updated (value of advantageous game state difference counter = predetermined value + 10 - 3).
[0489] With these configurations, the value of the advantageous section difference counter can be updated regardless of whether it is a normal section or an advantageous section, improving gameplay in the normal section. Furthermore, since the advantageous section difference counter update process can be implemented in a common module without determining the game section, program size can be compressed and program readability can be improved.
[0490] Furthermore, in a situation where the game is in a favorable period, and the value of the favorable period difference counter is a predetermined value, and a predetermined number of bets were made at the start of the game, and no payout was made as a result of the game, the value of the favorable period difference counter can be updated during the favorable period clear counter management process at the end of the game (value of the favorable period difference counter = predetermined value - 3).
[0491] Furthermore, in a situation where the game is in a favorable period, and the value of the favorable period difference counter is a predetermined value, and a predetermined number of bets are made at the start of the game, and a specific number of payouts are made as a result of the game, the value of the favorable period difference counter can be updated during the favorable period clear counter management process at the end of the game (value of the favorable period difference counter = predetermined value + 10 - 3).
[0492] In other words, during gameplay after the transition to the advantageous period, the process of updating the value of the advantageous period difference counter is executed.
[0493] In Case 3, when the value of the advantageous section difference counter is a predetermined value, the game is in an advantageous section, and the main game state is AT, and the initialization process associated with the operation of the setting change device is performed, the state after initialization is as follows: the value of the advantageous section difference counter is the initial value, the game is in a normal section, and the main game state is the state corresponding to the normal section (not AT). The RT state may be initialized (transitioned to non-RT) or maintained. Whether to initialize or maintain the RT state by changing the settings can be determined in the specifications of each game machine.
[0494] With this configuration, even if the amusement parlor closes for the day during AT (Automatic Trigger) mode and the settings are changed the next day, the AT state can be reset, thus preventing the situation from becoming significantly advantageous to the user when the parlor opens.
[0495] Furthermore, in Case 3, in order to initialize the value of the advantageous section difference counter, in addition to the initialization process associated with the operation of the setting change device, there is also an initialization process due to an RWM abnormality and an initialization process by the advantageous section clear counter management process at the end of the advantageous section. The initialization process by the advantageous section clear counter management process refers to the initialization process when the value of the advantageous section difference counter reaches its upper limit (so-called ending) or when any advantageous section termination condition is met.
[0496] Furthermore, as another optional condition for initializing the value of the advantageous interval difference counter, the advantageous interval difference counter may be initialized by operating the advantageous interval difference counter clear switch.
[0497] In this case, the operation of the advantageous section difference counter clear switch includes pressing the advantageous section difference counter clear switch while turning on the power when the power is off, or pressing the advantageous section difference counter clear switch once or holding it down when the power is shared. The initialization range of the initialization process based on the advantageous section difference counter clear switch may be the advantageous section difference counter only, or the advantageous section difference counter and the advantageous section type.
[0498] If the value of the advantageous section difference counter can be initialized under other arbitrary conditions, then even if there is a malfunction based on the advantageous section difference counter, the arcade operator can easily resolve the malfunction.
[0499] Furthermore, the operation of the advantageous section difference counter clear switch may be disabled or enabled when the opening of the front door is detected.
[0500] Furthermore, while the advantageous section difference counter clear switch is pressed during gameplay, other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled.
[0501] Furthermore, if the operation of the advantageous section difference counter clear switch is defined as pressing the advantageous section difference counter clear switch while the power is turned on when the power is off, there is a possibility that the advantageous section difference counter clear switch may be pressed and the setting key switch may be ON when the power is off.
[0502] In this case, there are two possibilities: either the advantageous section difference counter and the advantageous section type are initialized and the settings change mode is activated; or the advantageous section difference counter and the advantageous section type are initialized but the settings change mode is not activated.
[0503] <<Regarding the common configuration for Cases 1, 2, and 3 concerning the relationship between the initialization process associated with the operation of the setting change device and the advantageous section difference counter>> This section explains the common structure of cases 1, 2 (including variations), and 3 described above.
[0504] In either case, the stop-loss counter related to the complete function is initialized (initial value is set) when the power is turned off or on.
[0505] In either case, it is possible to transmit the value of the advantageous interval difference counter to the sub-control means.
[0506] Therefore, when the value of the advantageous section difference counter falls a certain number below its initial value, a suggestive animation can be displayed to the user with a predetermined probability, or the value of the advantageous section difference counter can be displayed on a screen that can only be viewed by the arcade, such as during setting confirmation or setting change.
[0507] This is expected to improve the visual impact for users and enhance the effectiveness of maintenance for amusement parlors.
[0508] In the initialization process accompanying the operation of the setting change device, whether the advantageous section difference counter is initialized or not, the initialization process accompanying the operation of the setting change device allows for the initialization of unrecoverable errors, recoverable errors, bet count, credit count, and stop-play status.
[0509] <Configuration change process> The setting change process performed by the main control board 100 according to this embodiment will be explained using the flowchart in Figure 10.
[0510] When the settings change mode is activated (the settings change process is executed), it is determined whether the current setting value is within the normal range. If it is within the normal range, the current setting value is retrieved. If it is outside the normal range, "1" is saved as the setting value, and the setting value "1" is retrieved.
[0511] After obtaining the set value, the set value display data is saved. After saving the set value display data, the lighting control is performed by dynamic lighting control, which is a timer interrupt process, by referring to the set value display data every 5 interrupts.
[0512] Next, it is determined whether the start switch 12 has changed from off to on. If it is determined that the start switch 12 has not changed from off to on, it is determined whether the setting switch has changed from off to on.
[0513] If it is determined that the setting switch has not moved from off to on, it is determined again whether the start switch 12 has moved from off to on. If it is determined that the setting switch has moved from off to on, it is determined whether the setting value is greater than or equal to the maximum setting value (setting 6).
[0514] If the set value is not greater than or equal to the maximum value, the current set value is incremented. If the set value is greater than or equal to the maximum value, the initial value (0) is saved to ...
Claims
[Claim 1] The game has two states: a notification game preparation state and a notification game state. In a predetermined game where a specific lottery result has been determined during the notification game preparation game state, the first stop operation mode can be notified by a predetermined display device. In a notification game state, a specific game in which a specific lottery result has been determined can be notified by a predetermined display device to indicate the second stop operation mode. The notification content for the first stop operation mode and the notification content for the second stop operation mode, as displayed by the predetermined display device, are different. The notification content for the first stop operation mode by the designated display device is a notification content recommending that the stop switch corresponding to the first reel not be used as the first stop operation. In a specific game where a specific lottery result has been determined in a notification game state, a predetermined display device notifies the player of a second stop operation pattern, and when the player performs the stop operation according to the second stop operation pattern, a combination of symbols to which "X (where X is a numerical value, the same applies hereinafter)" is assigned as the number of game media can be displayed as a stop. In a predetermined game where a specific lottery result has been determined in the notification game preparation state, a predetermined display device notifies the first stop operation mode, and when the stop switch corresponding to the first reel is performed the first stop operation, the game following the predetermined game can be played in the notification game preparation state. In a designated game where a specific lottery result has been determined in the notification game preparation state, a designated display device notifies the first stop operation mode, the stop switch corresponding to the second reel is performed as the first stop operation, and even if a symbol combination to which "X" is assigned as the number of game media is not displayed, the next game after the designated game can be played in the notification game state. In a designated game where a specific lottery result has been determined during the notification game preparation state, it is possible to execute processes for outputting a first test signal and processes for outputting a second test signal. In a predetermined game where a specific lottery result has been determined in the notification game preparation game state, and a predetermined display device notifies the first stop operation pattern, the first test signal includes information regarding the operation sequence of stop switches, with the stop switch corresponding to the second reel being the first stop operation. In a predetermined game where a specific lottery result has been determined during the notification game preparation game state, and a predetermined display device notifies the first stop operation pattern, the second test signal includes information regarding the operation sequence of stop switches, with the stop switch corresponding to the first reel being the first stop operation. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2019024765A
Game machine
JP2019217068A
Slot machine
JP2021000489A