Gaming machine
The gaming machine's control system addresses the issue of visually recognizing stop buttons by managing game states through signal processing, ensuring continuous gameplay and user-friendly operations.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-04
- Publication Date
- 2026-04-07
AI Technical Summary
Players of rotary gaming machines may inadvertently operate stop buttons when looking away, leading to game restrictions and unintended gameplay interruptions due to the stop buttons being difficult to visually recognize.
The gaming machine employs a control system that processes first and second signals to manage game states, allowing user-friendly stop operations even when the game is restricted, and executes specific notifications based on signal transitions.
Enables user-friendly stop operations by ensuring gameplay continuity and preventing unintended interruptions, even when stop buttons are operated during restricted game states.
Smart Images

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Abstract
Description
Technical Field
[0005] , ,
[0001] The present invention relates to a gaming machine such as a rotary gaming machine.
Background Art
[0002] A rotary gaming machine has a plurality of stop buttons, and each stop button can be used to stop the corresponding reel when the stop button is operated. (For example, see Patent Document 1)
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Generally, a stop button contains a light-emitting element (LED), and depending on its light-emitting mode, it notifies whether the stop button is operable (whether the game can proceed). On the premise that the player follows the above notification, there is no discrepancy between the operation of the stop button and the progress of the game. However, when the player is looking at the reel or display device of the rotary gaming machine, the stop button is below them and is not necessarily easy to visually recognize. Therefore, a player who takes their eyes off the stop button and operates it based on a sense of timing may sometimes operate the stop button across the state change from inoperable to operable. In such a case, the player's operation is not permitted, the reel corresponding to the stop button does not stop, and the player cannot proceed with the game as intended.
[0005] The present invention has been made in view of the above problems, and provides a gaming machine that realizes a user-friendly stop operation. [Means for solving the problem]
[0006] According to the present invention, the system comprises a main control means for controlling the progress of the game, a reel that rotates in response to a predetermined operation, and an operating means for stopping the rotating reel. The main control means executes processing based on a first signal that results in a first or second state, and a second signal that results in a third or fourth state. The first state is a state in which an operation is performed on the operating means, the second state is a state in which no operation is performed on the operating means, the third state is a state in which the game can proceed, and the fourth state is a state in which the game is restricted. When the first signal switches from the second state to the first state during the period when the second signal is in the third state, the main control means can execute a first process. When the first signal switches from the second state to the first state during the period when the second signal is in the fourth state, the main control means does not execute the first process. Subsequently, when the second signal switches from the fourth state to the third state during the period when the first signal is in the first state, the main control means can execute a second process. The main control means is capable of executing a specific notification triggered by the second process, and does not execute the specific notification triggered by the first process. A gaming machine characterized by the following is provided. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that enables user-friendly stopping operations. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the gaming machine. [Figure 2] Figure 1 shows a perspective view of the local area II, enclosed by a dashed line. [Figure 3] This is a diagram showing a gaming machine with its front door open. [Figure 4] This is a block diagram showing the electrical configuration of a gaming machine. [Figure 5] This is a functional block diagram showing the functional configuration of a gaming machine. [Figure 6]This is an electrical circuit diagram related to the stop button.
[0009] Embodiments of the present invention will be described below with reference to the drawings. In all drawings, the same reference numerals are used for similar components, and their descriptions will be omitted as appropriate. In the following description, unless otherwise specified, "front," "rear," "left," "right," "top," and "bottom" refer to the gaming machine 10 as viewed from the front (player side) as shown in Figure 1. In this embodiment, when the term "medal" is used, it is assumed to mean an actual game token. However, when implementing the present invention using a tokenless slot machine (a so-called "smart slot"), the electronic data representing the number of tokens held by the player may be replaced with the equivalent of a token.
[0010] <Overview> Before describing the details of the gaming machine 10 according to this embodiment, we will first outline the features of this embodiment. The gaming machine 10 is a revolving-type gaming machine (slot machine) and includes a main control means (main board 100) for controlling the progress of the game, reels (reels 65) that rotate in response to a predetermined operation, and an operating means (stop button 27) for stopping the rotating reels.
[0011] The main control means described above performs processing based on a first signal that results in a first or second state, and a second signal that results in a third or fourth state. Here, the first state is a state in which an operation is being performed on the operating means, the second state is a state in which no operation is being performed on the operating means. Furthermore, the third state is a state in which the game can proceed, and the fourth state is a state in which the game's progress is restricted. Furthermore, the first and second signals mentioned above only need to be electrical signals processed within the board corresponding to the main control means. These electrical signals may be generated within the board, or they may be generated by an element outside the board and transmitted to the board.
[0012] When the first signal switches from the second state to the first state during the period when the second signal is in the third state (i.e., when an operation is performed on the operating means during the period when the game can proceed), the main control means can execute the first process. Furthermore, if the first signal switches from the second state to the first state during the period when the second signal is in the fourth state (i.e., when the operating means is operated during a period when the game cannot proceed), the main control means does not execute the first process. Subsequently, if the second signal switches from the fourth state to the third state during the period when the first signal is in the first state (i.e., when the game becomes possible to proceed during a period when the above-mentioned operating means is being operated continuously), the main control means may execute the second process. Here, the "first process" and the "second process" may be processes with different execution conditions but the same resulting event (for example, both stopping the reel), or they may be processes that result in different events (for example, the former stopping the reel and the latter stopping the reel and also performing some kind of notification).
[0013] As described above, in the gaming machine 10 according to the present invention, even when a reel stop operation is received in a state where the progress of the game is restricted (fourth state), and the stop operation is continued until the game can be played again (switching from the fourth state to the third state), the processing by the main control means that controls the progress of the game (second processing) is executed in the same way as when a normal stop operation is performed. Thus, even when a stop operation is accepted under conditions that would conventionally restrict the progress of the game, the game machine 10 according to the present invention performs a second process, thereby enabling a user-friendly stop operation.
[0014] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.
[0015] <Structure of gaming machine 10> First, the structure of the gaming machine 10 will be described using FIGS. 1 to 3. Note that FIG. 1 is a front view of the gaming machine 10, FIG. 2 is a perspective view of the hand area II shown surrounded by a dashed line in FIG. 1, and FIG. 3 is a view showing the gaming machine 10 with the front door 20 opened.
[0016] As shown in FIG. 3, the gaming machine 10 includes a frame body (hereinafter referred to as the outer frame 90) having an opening on the front side, and a front door 20 pivotally supported on the left edge side of the outer frame 90 so as to be openable and closable with respect to the opening.
[0017] On the front side of the front door 20, as shown in FIG. 1 or FIG. 2, there are provided a bet button 23, a menu selection button 24, a status display LED 25, a start lever 26, a stop button 27, a medal insertion port 31, a settlement button 32, a medal return button 33, a door lock 34, a medal discharge port 35, a decorative LED 36, a lower plate 37, and a speaker port 38.
[0018] In addition, in order to open the front door 20, it is necessary to insert a door key (not shown) into the door lock 34 to release a lock mechanism (not shown) that locks the front door 20 and the outer frame 90. When the front door 20 is opened, as shown in FIG. 3, the power supply device 91 provided in the lower space of the outer frame 90 can be confirmed. In this embodiment, an open door sensor 50 for determining whether the front door 20 is open is provided.
[0019] In the central space of the outer frame 90, a rotating portion 60 containing reels 65 (65L, 65C, 65R) is accommodated. The main board 100 is accommodated in the upper space of the outer frame 90 (above the rotating portion 60). In addition, a sub-board 200 is provided above the back surface of the front door 20 (above the reel frame 64). Then, a relay board 400 is provided in the space below the main board 100 and above the reel section 60. The relay board 400 is a board that relays wiring connecting the main board 100 and the sub-board 200, and wiring connecting the main board 100 and the power supply unit 91, and multiple connectors for realizing this wiring are mounted on it. Although Figure 3 illustrates a configuration in which the relay board 400 is composed of multiple boards, the present invention may also be implemented in a gaming machine in which the relay board 400 is a single board.
[0020] A setting change device 48 is provided on the back side of the front door 20. The setting change device 48 is capable of performing a setting change process to set one of the predetermined setting values, and a setting confirmation process to check the setting value that has already been set. Here, the setting value refers to a different payout rate, which indicates the expected number of medals dispensed relative to the number of medals used in the game. In this embodiment, there are six levels, from 1 to 6. Generally, the higher the setting value, the higher the payout rate tends to be, and similarly in this embodiment, the payout rate increases as the setting value increases from 1 to 6.
[0021] The gaming machine 10 has a display area 62 formed at the top of its front surface, and a reel frame 64 formed at the bottom of its front surface.
[0022] The performance display area 62 is the display screen of the performance display device 63 built into the gaming machine 10, and can display performances and information related to the gameplay of the gaming machine 10. For example, a liquid crystal display type display device can be used as the performance display device 63, and the performances displayed in the performance display area 62 are linked to the sound output from the speaker 49 and the illumination of the decorative LEDs 36, which can effectively stimulate the player's interest.
[0023] The reel frame 64 is a window frame formed on the front side of the reels 65 (65L, 65C, 65R) built into the gaming machine 10, and is divided into an internal area and an external area. The internal area of the reel frame 64 is formed by a hollow or transparent material, and a part of each of the reels 65 can be seen through this internal area.
[0024] Here, the reel 65 consists of reel 65L, reel 65C, and reel 65R, and these reels are configured to be rotatable by a stepping motor. When the reel 65 rotates in this embodiment, in principle the reel 65 rotates from top to bottom, and the direction of rotation of the reel 65 from top to bottom is sometimes referred to as the "forward direction," and the direction of rotation from bottom to top is sometimes referred to as the "reverse direction." Furthermore, each of the 65 reels is adorned with multiple types of symbols. As the reels rotate, the symbols on the 65 reels change and are displayed. When the rotating 65 reels are stopped, the symbols remain stationary.
[0025] Each of the reels 65 is provided with a detection piece (not shown) that moves with the rotation of the reel, at a position corresponding to the reference position (a position upstream in the forward direction by the amount of movement in the brake control state described later), and a reel sensor 66 that does not move with the rotation of the reel and detects the detection piece.
[0026] A reel lighting board 67 is provided inside the reel 65, and the LEDs mounted on the reel lighting board 67 make it easier to see each of the symbols displayed on the reel 65 by lighting up. In other words, the LEDs mounted on the reel lighting board 67 function as a backlight for the symbols displayed on the reel 65.
[0027] The start lever 26 can accept input from the player to initiate the game. Here, the player's input to the start lever 26 refers to tilting the start lever 26, which is initially positioned approximately perpendicular to the front door 20, in any direction.
[0028] The start lever sensor 44 can detect whether the start lever 26 is in the ON or OFF state. More specifically, the start lever sensor 44 detects the start lever 26 when it is approximately perpendicular to the front door 20 as the OFF state, and detects the start lever 26 when it is tilted in either direction as the ON state.
[0029] In this embodiment, if the number of medals used in the game (hereinafter referred to as the number of bets) has not reached the maximum number (3 in this embodiment), the game will not start even if the start lever 26 is operated. Therefore, in order to reach the maximum number of bets, it is necessary to increase the number of bets by inserting medals into the medal slot 31 or by deducting medals (hereinafter referred to as credits) stored in the game machine 10 by pressing the bet button 23. Furthermore, if a replay combination is won in the previous game, the replay function will be activated in that game, and the bet amount from the previous game will be set as the bet amount for the current game. The game can then be started without setting a new bet amount by inserting coins from the coin slot 31 or pressing the bet button 23. Furthermore, in this embodiment, the game is started only when the start lever 26 is operated with the maximum number of bets. However, the game may also be started when the start lever 26 is operated with a number of bets less than the maximum number but greater than or equal to 1. In this case, the internal lottery unit 111, described later, can use an internal lottery table corresponding to the number of bets.
[0030] Here, medal storage refers to the function of storing a numerical value (credits) equivalent to some or all of the medals owned by the player within the gaming machine 10. Examples of when medals are stored (credits are added) include when more than a predetermined number of medals are inserted into the medal slot 31, or when a winning combination with a payout is achieved. If the number of medals awarded exceeds the credit limit, the number of medals exceeding the limit will be dispensed from the medal dispenser 35 into the lower tray 37.
[0031] Furthermore, the gaming machine 10 has a maximum bet button 23a and a single bet button 23b as the bet buttons 23 described above. A maximum bet button sensor 45a is provided for the maximum bet button 23a, and a single bet button sensor 45b is provided for the single bet button 23b, and these sensors individually detect the operation of each button. The Maximum Bet button 23a is a button that, in a single operation, subtracts up to the maximum number of bets (3 in this embodiment) from the credit and adds the subtracted amount back to the bet, thereby reaching the maximum number of bets. The Single Bet button 23b is a button that, in a single operation, subtracts 1 from the credit and adds 1 to the bet. Note that if the number of bets has reached the maximum number, it is not possible to subtract credits or add to the bet by operating any of the bet buttons 23.
[0032] The maximum bet button 23a is used not only to increase the number of bets by deducting credits according to the operation as described above (bet button), but also sometimes to trigger the execution of special effects (effect button). When the maximum bet button 23a is used as a bet button, it is limited to a state in which the number of bets can be increased. However, when the maximum bet button 23a is used as a performance button, it is not limited to that state, and any state may be adopted, for example, during the re-play operation before the start of the game, or during the game. When the maximum bet button 23a is used as a special effect button, a special effect button sensor 45c is provided to detect the pressing of the maximum bet button 23a, and this is distinct from detection by the maximum bet button sensor 45a. The difference is that the maximum bet button sensor 45a is directly connected to the main board 100, while the performance button sensor 45c is directly connected to the sub-board 200.
[0033] Furthermore, the gaming machine 10 is equipped with a menu selection button 24 to the left of the bet button 23. The menu selection button 24 consists of a directional pad button 24a and a confirmation button 24b located in the center of the directional pad button 24a.
[0034] The menu selection button 24 is a component that accepts operations related to the menu screen. Here, the menu screen refers to the screen displayed in the presentation display area 62 that shows information such as how to operate the gaming machine 10 and explanations of how to play the game. The player can view the menu screen by operating the menu selection button 24. For example, when the confirm button 24b is pressed in standby mode (when all reels are stopped), a list of menus and a cursor are displayed in the display area 62. The player moves the cursor to a position indicating a desired menu by operating the directional pad buttons 24a, and when the player presses the confirm button 24b while the cursor is pointing to any menu, that menu is displayed in the display area 62.
[0035] Operation on the directional pad buttons 24a is detected by the directional pad button sensor 46a, and operation on the select button 24b is detected by the select button sensor 46b. More specifically, the directional pad button sensor 46a can detect in which direction (up, down, left, or right, relative to the center of the select button 24b) the directional pad buttons 24a are pressed. The select button sensor 46b can also detect that the select button 24b has been pressed. Furthermore, the directional pad button sensor 46a and the select button sensor 46b are directly connected to the sub-board 200, similar to the performance button sensor 45c described above.
[0036] Furthermore, the gaming machine 10 is equipped with a status indicator LED 25 to the right of the bet button 23, which displays information about the gaming machine 10, such as the number of tokens inserted and the number of tokens stored. The status indicator LED 25 is composed of multiple LEDs or a 7-segment display mounted on the status indicator LED board 42, and consists of the following eight types of LEDs. The first LED 25a, which indicates the number of coins inserted, consists of three LEDs, and the number of lit LEDs increases by one for each coin bet. The second stored token count indicator LED25b consists of two 7-segment displays that show the number of tokens (credits) stored numerically. The third display, LED25c, which shows the number of medals won, consists of two 7-segment displays and shows the number of medals won through winning. The fourth indicator LED 25d consists of two 7-segment displays and displays the correct button press sequence, as described later. Details of the indicator LED 25d will be described later. The fifth replay indicator LED 25e consists of a single LED that lights up when a replay is displayed during gameplay. The sixth game start indicator LED25f consists of a single LED, and its illumination indicates that the conditions for starting the game have been met. The seventh insertable indicator LED (25g) consists of a single LED, and its illumination indicates that it is possible to insert medals. The eighth advantageous mode indicator LED25h consists of a single LED and lights up in accordance with the game mode (whether or not the player is in advantageous mode), as described later.
[0037] The stop button 27 receives an action from the player (a stop operation) that triggers the stopping of the rotating reels 65. Specifically, the stop operation for the stop button 27 is to press the stop button 27. The stopping operation using the stop button 27 is related to the features of the present invention, and its details will be described later.
[0038] Each of the stop buttons 27 (27L, 27C, 27R) is provided for each of the reels 65. Specifically, stop button 27L accepts a stop operation to stop reel 65L, stop button 27C accepts a stop operation to stop reel 65C, and stop button 27R accepts a stop operation to stop reel 65R.
[0039] Stop button sensors 43 (43L, 43C, 43R) are provided to individually detect when stop buttons 27L, 27C, and 27R are pressed, and control is performed to stop the rotation of each reel 65 in response to the detection by the stop button sensors 43. In other words, the stop buttons 27 and the stop button sensors 43 detect the stop operation that triggers the stopping of the rotation of the reels 65.
[0040] In this embodiment, the stop button 27 contains a stop-possible indicator LED 27a, and is surrounded by a light-transmitting material. The stop button 27 is designed to indicate whether or not a stop operation is possible (whether or not it is possible to stop the reels and continue the game) by the color of the illuminated stop-possible indicator LED 27a. In this way, the player can determine whether or not the game can continue based on the color of the stop button 27, allowing the player to proceed with the game smoothly.
[0041] Furthermore, in this embodiment, the stopping position of the reel 65 can move up to the maximum number of retracted frames (sometimes referred to as the maximum retraction range, which in this embodiment is 4) based on the position of the reel 65 when the stop button 27 is pressed. Here, the control from the time the stop button 27 is pressed until the reel 65 stops is generally called retraction control.
[0042] Each of the internal areas of the reel frame 64 corresponding to the reels 65 has dimensions of 3 frames in the vertical direction. Furthermore, each of the reels 65 is controlled to stop so that 3 symbols fit vertically within the internal area of the reel frame 64, and the player can see these 3 symbols through the internal area of the reel frame 64. In other words, since the reels 65 are arranged in a horizontal direction, when the reels 65 are stopped, the player can see 3 symbols × 3 reels = 9 symbols.
[0043] Here, the roughly straight lines formed by the upper, middle, and lower internal regions of each of the reels 65 (shown as dashed lines in Figure 1) are referred to as line L1, line L2, and line L3, respectively. Furthermore, the approximate straight line formed by the upper internal region of reel 65L, the middle internal region of reel 65C, and the lower internal region of reel 65R (shown as a dashed line in Figure 1) is called line L4, and the approximate straight line formed by the lower internal region of reel 65L, the middle internal region of reel 65C, and the upper internal region of reel 65R (shown as a dashed line in Figure 1) is called line L5.
[0044] In this embodiment, only substantially straight lines are used as lines in the internal region, but curved lines may also be used. Furthermore, lines formed by including non-adjacent regions (for example, the upper section of reel 65L and the lower section of reel 65C) may also be used. In other words, any line can be used as long as it is formed by arbitrarily selecting an internal region for one symbol from each of the reels 65.
[0045] In this embodiment, the only valid line is line L2. Here, a valid line is the line on which the winning combination described later is determined based on the combination of symbols that stops on that line. The effective line may be a single line, as in this embodiment, or it may be multiple lines.
[0046] While the reels 65 are spinning (during gameplay), various effects are performed to attract the player's attention and stimulate the enjoyment of the game, consisting of images displayed in the display area 62, sounds output from the speaker 49, and the lighting and dimming of decorative LEDs 36.
[0047] A speaker opening 38 is provided in front of each speaker 49. More specifically, a speaker opening 38a is provided in front of speaker 49a, which is located in the upper right when viewed from the front of the gaming machine; a speaker opening 38b is provided in front of speaker 49b, which is located in the upper left when viewed from the front of the gaming machine; a speaker opening 38c is provided in front of speaker 49c, which is located in the lower left when viewed from the front of the gaming machine; and a speaker opening 38d is provided in front of speaker 49d, which is located in the lower right when viewed from the front of the gaming machine. Each speaker opening 38 has numerous cavities, which allow the sound output from speaker 49 to be output appropriately.
[0048] The decorative LEDs 36 are arranged around the performance display area 62 or the reel frame 64 as follows: Decorative LEDs 36a and 36b are positioned on the upper right side of the display area 62, and decorative LEDs 36g and 36h are positioned on the upper left side of the display area 62. A decorative LED 36c is positioned on the lower right side of the performance display area 62, and a decorative LED 36f is positioned on the lower left side of the performance display area 62. A decorative LED 36d is positioned on the lower right side of the reel frame 64, and a decorative LED 36e is positioned on the lower left side of the reel frame 64. Between the display area 62 and the reel frame 64, a decorative LED 36j is positioned above reel 65R, a decorative LED 36k is positioned above reel 65C, and a decorative LED 36m is positioned above reel 65L. Each decorative LED 36 may light up in a single color or in multiple colors.
[0049] If the game machine 10 reaches its credit limit while it is processing the payout of medals awarded as a result of a combination of symbols corresponding to a winning combination stopping on an active line, it will pay out the number of medals from the hopper 93 that exceeds the credit limit. Also, if the payout button 32 is pressed, the game machine 10 will pay out the number of medals from the hopper 93 that corresponds to the credit at the time the button was pressed. Here, the dispensing of medals stored in the hopper 93 to the medal discharge port 35 is achieved by a dispensing mechanism (not shown) built into the hopper 93. More specifically, the dispensing mechanism consists of a disc that rotates to dispense medals, a disc motor that rotates the disc, an arm that moves in accordance with the medals dispensed from the hopper 93, and an arm sensor that detects the arm when medals are dispensed from the disc. The arm sensor rotates the disc motor until the number of medals to be dispensed is reached, thereby dispensing the number of medals corresponding to that number to the medal dispensing port 35. Furthermore, if the number of tokens to be dispensed has not been reached, and the arm sensor does not detect the arm after a predetermined time has elapsed since the arm sensor detected the tokens, the disc rotation will stop, and the gaming machine 10 will enter a hopper error state.
[0050] Furthermore, when implementing the present invention using a coinless slot machine (a so-called "smart slot"), the hopper 93 and coin outlet 35 described above are unnecessary, and these components are omitted from the slot machine.
[0051] <Electrical and functional configuration of gaming machine 10> Next, the electrical and functional configurations of the gaming machine 10 in this embodiment will be described using Figures 4 and 5. However, the components shown in Figures 1 to 4, which were described earlier, will also be mentioned, so please refer to them as appropriate. Figure 4 is a block diagram showing the electrical configuration of the gaming machine 10, and Figure 5 is a functional block diagram showing the functional configuration of the gaming machine 10.
[0052] The gaming machine 10 incorporates a main board 100 and a sub-board 200 as its main components. In Figure 4, the main board 100 or the sub-board 200 is shown as a single electronic circuit board, but it does not necessarily have to be a single electronic circuit board. That is, the main board 100 or the sub-board 200 may be realized by combining multiple electronic circuit boards.
[0053] The main board 100 is equipped with electronic components such as a CPU 101, RAM 102, ROM 103, and a random number circuit 104, and the connections with other electronic components such as sensors and circuit boards are shown in Figure 4. The main board 100 primarily controls the progress of the game by executing processing based on data and control signals exchanged between these electronic components and various sensors 40a, etc. Here, the various sensors 40a include the start lever sensor 44, stop button sensor 43, maximum bet button sensor 45a, single bet button sensor 45b, reel sensor 66, etc.
[0054] Furthermore, the sub-board 200 is equipped with electronic components such as a CPU 201, RAM 202, ROM 203, and a random number circuit 204, and the connection status with other electronic components such as sensors and circuit boards is as shown in Figure 4. The sub-board 200 is connected to the main board 100 via one-way communication and controls the decorative LED board 41, speaker 49, and performance display device 63, etc., based on control commands transmitted from the main board 100, and mainly realizes the control of performances related to the game (including control related to the menu screen). The various sensors 40b include the performance button sensor 45c, the directional pad button sensor 46a, the select button sensor 46b, and so on.
[0055] Furthermore, the main board 100 has limitations on the ROM and RAM capacity to enhance security against unauthorized modifications and other fraudulent activities. On the other hand, the sub-board 200 does not have similar limitations.
[0056] Next, the functional configurations of the main board 100 and sub-board 200 will be explained using Figure 5. Note that the following functional configurations and the functions of each configuration are illustrative examples; the main board 100 and sub-board 200 may have functional configurations not listed below, and each configuration may have functions not listed below. For the sake of clarity, Figure 5 also shows electronic components outside of the main board 100 and sub-board 200, such as sensors and substrates, as shown in Figure 4.
[0057] First, the functional configuration of the main board 100 can be broadly divided into a game progress management unit 110 that manages the progress of the game, a state management unit 120 that manages the state related to the game, and a main communication unit 130. Furthermore, the game progress management unit 110 consists of an internal lottery unit 111, a reel control unit 112, a prize determination unit 113, a medal management unit 114, and a status display LED control unit 115. The status management unit 120 consists of a setting change management unit 121, a game status management unit 122, a replay time management unit 123, a game mode management unit 124, and an error management unit 125. The main communication unit 130 consists of a control command transmission unit 131 and an external signal transmission unit 132.
[0058] The internal lottery unit 111 determines, by lottery, which of several types of winning combinations (hereinafter sometimes referred to as the "winning combination") will be won when the game starts. More specifically, the internal lottery unit 111 acquires a random number (in this embodiment, a 2-byte random number is used, with a range of 0 to 65535) that has been updated by the random number circuit 104 when the game starts, and sequentially adds the lottery values from the internal lottery table (not shown) stored in the ROM 103 to the acquired random number to determine the winning role corresponding to the lottery value that resulted in a carryover. Note that in the internal lottery unit 111, the phrase "the winning role is determined by lottery" may simply be expressed as "the winning role is derived."
[0059] The reel control unit 112, upon the start of a game, waits for a predetermined delay time, or so-called wait time (4.1s in this embodiment), to elapse between the start of rotation of the reels 65 in the previous game and the start of rotation of the reels 65 in the current game, before starting the rotation of each reel 65. Thereafter, it individually controls the rotation of the reels 65, such as stopping the reel corresponding to the stop operation each time a stop operation is performed. More specifically, the reel control unit 112 sets a reel control state (acceleration control state, constant speed control state, retraction control state, brake control state, stop control state) for each of the reels 65 according to the progress of the game, obtains an excitation pattern corresponding to the currently set reel control state from the excitation patterns stored in the ROM 103, and controls each of the reel motors 68 (stepping motors) to output a pulse signal according to the obtained excitation pattern, thereby individually controlling the rotation of the reels 65. To explain the above reel control states in more detail, the acceleration control state is a control state in which a pulse signal is output according to an excitation pattern for accelerating to a predetermined speed after rotation has started. The constant speed control state is a control state from the end of the acceleration control state until a stop operation is performed, and in this control state, a pulse signal is output according to an excitation pattern for maintaining a predetermined speed. The retraction control state is a control state in which the corresponding reel is rotated to the stop position after a stop operation is performed, and in this control state, similar to the constant speed control state, a pulse signal is output according to an excitation pattern for maintaining a predetermined speed. The brake control state is a control state in which a pulse signal is output according to an excitation pattern for stopping the corresponding reel after it has reached the stop position. The stop control state is a control state in which the corresponding reel is maintained at its current position.
[0060] Furthermore, the "third state" according to the present invention corresponds to the constant speed control state in relation to the reel control states described above. Also, the "fourth state" according to the present invention corresponds to the states other than the constant speed control state (acceleration control state, retraction control state, brake control state, stop control state) in relation to the reel control states described above. The reel control unit 112 can indicate whether or not a stop operation (whether the second signal is in the third or fourth state) is possible for the stop button 27 by changing the illumination pattern of the stop-possible indicator LED 27a according to the reel control state at that time.
[0061] Therefore, the gaming machine 10 according to this embodiment is equipped with an output means (stoppable indicator LED 27a) that outputs in a manner that allows identification of whether the second signal is in the third state or the fourth state.
[0062] When stopping each of the reels 65 (switching from the pull-in control state to the brake control state), the reel control unit 112 derives (or reads) candidate symbol numbers to stop from the stop data stored in the ROM 103, and determines one symbol number as the stop position from the candidate symbol numbers within the maximum pull-in range (4 frames in this embodiment) from the position of the reel (symbol number on the reference line) at the time the stop operation was performed. Here, the symbol number on the reference line of each reel 65 is corrected to the symbol number at the reference position each time a detection piece is detected by the reel sensor 66 during timer interrupt processing, and is updated by the number of subsequent pulse signal switching cycles. Furthermore, in the constant speed control state, if the symbol number on the reference line is not corrected within a predetermined time (until a predetermined number of pulse signal switches are performed) since the last time the symbol number on the reference line was corrected, the reel control unit 112 determines that the corresponding reel has lost step, sets the reel control state to the acceleration control state, and re-accelerates the reel.
[0063] The prize determination unit 113 performs prize determination to determine whether a winning combination has been achieved based on the combination of symbols that have stopped and displayed on the active line during the game. Furthermore, when determining whether a prize has been won, in addition to checking the combination of symbols that have stopped and displayed on the active payline, it is also possible to determine whether the combination of symbols matches the winning combination derived in that game, and then determine whether a winning combination has been won.
[0064] The medal management unit 114 manages the increase and decrease of credits as described above, and controls the hopper 93 (dispensing mechanism) as described above.
[0065] The status indicator LED control unit 115 controls the status indicator LED 25 as described above.
[0066] The configuration change management unit 121 performs configuration change processing and configuration confirmation processing. Specifically, the setting change process is initiated when the setting key switch 48a is operated when the power supply from the power supply unit 91 changes from the OFF state to the ON state. Each time the setting change switch 48b is operated, the setting value is changed in a certain order (in this embodiment, 1, 2, 3, 4, 5, 6, 1, 2...), and the setting value at the time the start lever 26 is operated is confirmed as the current setting value. This process also displays the setting value being changed on the setting display LED 48c. Furthermore, in the setting change process, all the information held before the power supply was turned OFF may be initialized, or only some of that information may be retained. Furthermore, the setting confirmation process is initiated when the setting key switch 48a is operated while the power supply is ON, and it displays the already set setting value on the setting display LED 48c. In the following explanation, unless otherwise specified, the "already set setting value" will simply be referred to as the "setting value." In this embodiment, the opening of the front door 20 by the door open sensor 50 may be added to the conditions for initiating the setting change process and the setting confirmation process. This can prevent unauthorized changes to setting values and verification of unauthorized setting values.
[0067] The game state management unit 122 controls the transition of game states among multiple types of game states according to transition conditions. In this description of the present embodiment, the transition from one game state (or mode) to another in terms of game state, game mode, performance mode, etc., may be referred to as "transition" or "change," but these terms are generally considered synonymous.
[0068] The replay time management unit 123 controls the transition of the game state according to the transition conditions among multiple types of replay times.
[0069] The game mode management unit 124 controls the transition between game modes according to transition conditions among several types of game modes. There are at least three types of game modes managed by the game mode management unit 124: normal mode, high probability mode, and AT mode. Normal mode is a game mode in which the correct button press sequence is not announced. The high probability mode is a game mode in which the correct button press sequence corresponding to the button press sequence bell is announced up to once during the stay. AT mode is a game mode in which the correct button press sequence corresponding to AT roles (including button press order bells) is constantly displayed during the game. The probability of winning the AT mode transition lottery in high probability mode is higher than in normal mode, and the game is configured in high probability mode to allow players to execute the correct button press sequence corresponding to the button press sequence bell. Therefore, from the standpoint of ease of transitioning to AT mode and ease of winning bells in games in which the button press sequence bell is derived, high probability mode can be said to be more advantageous than normal mode. In this embodiment, the high probability mode and AT mode are considered advantageous modes, and the advantageous mode indicator LED 25h lights up when the player is in either of these game modes.
[0070] In addition to determining whether or not to enter the various error states described above, the error management unit 125 also makes a determination whether or not to enter an error state using the detection results of various sensors 40a, etc. If it decides to enter an error state, it stops the game as necessary and puts the gaming machine 10 into an error state. In addition, if an error state is to be entered, preparations may be made to send a control command indicating the occurrence of the error state, the control command transmission unit 131 may be instructed to send the control command, and the occurrence of the error state may be notified using the performance device (performance display area 62, decorative LED 36, speaker 49, etc.).
[0071] In this embodiment, error conditions determined by the error management unit 125 include, for example, a main board error due to an update abnormality in the random number circuit 104 of the main board 100, a radio wave error due to the detection of an unauthorized radio wave, and a full-capacity error due to the storage unit error sensor detecting a medal.
[0072] The control command transmission unit 131 performs the process of transmitting the control command that has been prepared for transmission to the sub-board 200. In addition to control commands sent when an error occurs, there are also control commands sent in accordance with the progress of the game. Each control command contains information that identifies its type, as well as information corresponding to that type. Specific examples of control commands will be explained in the flowchart below as needed. Furthermore, in the following explanation, the process of preparing to send a control command and having the control command transmission unit 131 send the control command may be simply referred to as "sending a control command."
[0073] The external signal transmission unit 132 transmits signals (external terminal signals) indicating the internal status of the gaming machine 10 to external devices located outside the gaming machine 10 (for example, a hall computer or a data display). To give a more specific explanation of the information transmitted by the external signal, this information includes information indicating that a game has started, information indicating that a favorable mode has started or that the player is in a favorable mode, and information indicating that an error has occurred.
[0074] Next, the functional configuration of the sub-board 200 can be broadly divided into a sub-communication unit 210 and a performance management unit 220 that manages the performance related to the game. Furthermore, the sub-communication unit 210 is composed of a control command receiving unit 211, and the performance management unit 220 is composed of a performance mode management unit 221, a performance control unit 222, a performance display control unit 223, an audio control unit 224, and a decorative LED control unit 225. Details of these functional configurations are as follows.
[0075] The control command receiving unit 211 receives control commands transmitted from the main board 100, analyzes the received control commands, and updates the information stored in the RAM 202 using the information contained in the control commands.
[0076] The performance mode management unit 221 controls multiple types of performance modes that can be maintained across multiple consecutive gameplay rounds, based on control commands transmitted from the main board 100. In this embodiment, the performance mode transitions mainly based on the game mode controlled by the game mode management unit 124, and the current game mode and performance mode generally correspond. Transitions in the performance mode generally involve a change in the background display shown in the performance display area 62.
[0077] The performance modes controlled by the performance mode management unit 221 may have multiple performance modes associated with one game mode, or one performance mode associated with multiple game modes. However, it is preferable to distinguish between the performance modes that correspond to the normal mode and the performance modes that correspond to the advantageous mode (high probability mode and AT mode).
[0078] The performance control unit 222 performs processing to determine the content of the performance to be performed by the performance devices (performance display area 62, decorative LED 36, speaker 49, etc.) based on the performance mode controlled by the performance mode management unit 221, in addition to the control commands transmitted from the main board 100.
[0079] If there is an effect that should be performed by the effect display device 63, the effect display control unit 223 reads device data corresponding to the effect from the ROM 203 and uses the device data to cause the effect display device 63 to perform the effect.
[0080] If there is an effect that the speaker 49 should perform, the audio control unit 224 reads device data corresponding to that effect from the ROM 203 and uses that device data to cause the speaker 49 to perform the effect.
[0081] If there is a performance to be performed by the decorative LED board 41, the decorative LED control unit 225 reads device data corresponding to that performance from the ROM 203 and uses that device data to cause the decorative LED board 41 to perform the performance.
[0082] <Regarding the circuit configuration for stop button 27> Next, the circuit configuration related to the stop button 27 will be explained using Figure 6. Figure 6 is an electrical circuit diagram related to the stop button.
[0083] Each notation shown in Figure 6 corresponds to the following configuration. "STOP_SE1", "STOP_SE2", and "STOP_SE3" are electrical signals that switch between High and Low depending on whether or not a stop operation has been performed on stop buttons 27L, 27C, and 27R, respectively. When the electrical signal is High, it corresponds to the state in which the corresponding stop button 27 has been operated. When the electrical signal is Low, it corresponds to the state in which the corresponding stop button 27 has not been operated. "LED1," "LED2," and "LED3" are each connected to LEDs (not shown) mounted on the main board 100, and the corresponding LEDs light up when the High / Low state is switched depending on whether or not a stop operation is performed on the stop buttons 27L, 27C, and 27R. The LEDs corresponding to "LED1," "LED2," and "LED3" are configured for inspection of the main board 100 and are positioned so that they are difficult to see from outside the outer frame 90 when the front door 20 is closed. "STOPLED_B1", "STOPLED_B2", and "STOPLED_B3" are electrical signals that are High when the corresponding reel 65 is in a constant speed control state and Low when it is in any other reel control state. As described above, when the reel 65 is in a constant speed control state, the main board 100 (game progress management unit 110) can accept a stop operation for the reel 65, which can be rephrased as a state in which the game can proceed. Conversely, when the reel 65 is in any other reel control state, the main board 100 (game progress management unit 110) cannot accept a stop operation for the reel 65, which can be rephrased as a state in which the game can not proceed. When the electrical signal is High, it corresponds to a state in which the game can proceed. Conversely, when the electrical signal is Low, it corresponds to a state in which the game can not proceed.
[0084] Therefore, the main control means (main board 100) executes processing based on the first signal ("STOP_SE1", "STOP_SE2", and "STOP_SE3") which leads to the first or second state, and the second signal ("STOPLED_B1", "STOPLED_B2", and "STOPLED_B3") which leads to the third or fourth state. The first state is a state in which an operation is being performed on the operating means, the second state is a state in which no operation is being performed on the operating means, the third state is a state in which the game can proceed, and the fourth state is a state in which the game cannot proceed.
[0085] The AND gate AC1 receives "STOP_SE1" and "STOPLED_B1" signals, both attenuated through a resistor, as inputs. Therefore, the output of the AND gate AC1 is High when both "STOP_SE1" and "STOPLED_B1" are High, and Low when either is Low. In other words, when "STOPLED_B1" is High and "STOP_SE1" switches from Low to High, the output of the AND circuit AC1 changes from Low to High, allowing the processing at the output destination to recognize the stop operation of the stop button 27L. On the other hand, when "STOPLED_B1" is Low, even if "STOP_SE1" changes from Low to High, the output of the AND circuit AC1 remains Low, and the processing to which it is output cannot recognize the stop operation of the stop button 27L. If, however, "STOP_SE1" remains High and "STOPLED_B1" switches from Low to High, the output of the AND circuit AC1 will change from Low to High at the moment of the switch, and the processing to which it is output can recognize the stop operation of the stop button 27L. Specifically, the processing at the output destination of the AND circuit AC1 described above is the stopping of reel 65L, and in this embodiment, the processing is the same in all cases.
[0086] Therefore, when the first signal switches from the second state to the first state (when "STOP_SE1" switches from Low to High) during the period when the second signal is in the third state (the period when "STOPLED_B1" is High), the main control means can perform the first process (stopping reel 65L). Furthermore, if the first signal switches from the second state to the first state (when "STOP_SE1" switches from Low to High) during the period when the second signal is in the fourth state (when "STOPLED_B1" is Low), the main control means does not execute the first process. Subsequently, if the second signal switches from the fourth state to the third state (when "STOPLED_B1" switches from Low to High while "STOP_SE1" remains High), the main control means may execute the second process (stopping reel 65L). As described above, the gaming machine 10 according to this embodiment can effectively accept the operation of the stop button 27 even if it is operated before and after the transition from an inoperable state to an operable state.
[0087] Furthermore, the system includes an AND circuit (AND circuit AC1) that receives both the first and second signals. The first signal ("STOP_SE1") is in the first state when it is high and in the second state when it is low. The second signal ("STOPLED_B1") is in the third state when it is high and in the fourth state when it is low. The first and second processes are the same process (stopping reel 65L). When the output signal of the AND circuit switches from low to high, the main control means can execute the first process. As described above, the present invention can be realized through a hardware configuration, so the processing load of the main control means remains unchanged, and the specifications can be easily modified.
[0088] Furthermore, for example, suppose that reel 65L is in an acceleration control state (i.e., the progress of the game is restricted) and the stop button 27L is not being operated, and then a sudden power outage occurs. At this time, reel 65L, which was in the acceleration control state, will be forcibly stopped from rotating. Afterward, the gaming machine 10 is powered back on while the stop button 27L is operated. At this time, assuming that no RAM clear process is performed, the gaming machine 10 maintains its internal state before the power outage, but the main board 100 performs a check on the reels 65L to see if they can operate normally (a so-called step-out check), and the reels 65L do not immediately resume rotation. Here, we assume that the operation of the stop button 27L continues even after the step-out check. And even if the rotation of the reel 65L resumes, it is preferable that the main board 100 invalidates the operation by software masking or the like, and does not stop the reel 65L. The above irregular cases include the abnormal stopping of reel 65L, and from the standpoint of ensuring safe gameplay, operation of stop button 27 that spans before and after the step-out check should be invalidated.
[0089] Therefore, it can be said that the power is cut off during the period when the second signal is in the fourth state and the first signal is in the second state (the period when the reel 65L is in acceleration control state and the stop button 27L is not operated), and when power is restored when the second signal is in the fourth state and the first signal is in the first state (when the operation of the reel 65L is restricted and the stop button 27L is operated upon power restoration), the main control means executes a third process (initial process including a step-out check) that is different from both the first and second processes. Furthermore, even if the second signal switches from the fourth state to the third state after the power has been restored and while the first signal is in the first state (even if the rotation of the reel 65L resumes while the stop button 27L is being operated), the main control means will not perform either the first or second process (it will not stop the reel 65L).
[0090] Furthermore, when "STOP_SE1" remains high, each time "STOPLED_B1" switches from low to high, the output of the AND circuit AC1 changes from low to high, allowing the processing at the output destination to recognize the stop operation of the stop button 27L.
[0091] Therefore, during the period when the first signal remains in the first state (the period when "STOP_SE1" is High), the main control means can execute the second process (stopping reel 65L) each time the second signal switches from the fourth state to the third state (each time "STOPLED_B1" switches from Low to High). As a result, even if a player continuously operates the stop button 27 across multiple games, the game machine 10 according to this embodiment will execute the second process each time it becomes possible to continue the game, allowing the player to easily progress through the game.
[0092] Furthermore, if the stop button 27L is pressed during the period in which "STOPLED_B1" is Low (i.e., the game's progress is restricted), if that stop operation is completed before the end of that period, the output of the AND circuit AC1 will remain Low for the duration of that period, the stop operation of the stop button 27L will not be recognized in the processing to which the output is located, and no new processing will be executed.
[0093] Therefore, when the second signal is in the fourth state (when "STOPLED_B1" is Low), the first signal switches from the second state to the first state. Then, during the period until the first signal switches from the first state to the second state (the period until "STOP_SE1" goes from Low to High and then switches back from High to Low), the second signal maintains the fourth state, and the main control means does not perform either the first or second process (does not stop the reel 65L). In this way, if the stop button 27L is pressed while the game's progress is restricted, the game will not proceed, allowing the gaming machine 10 (main board 100) to appropriately control the game's progress.
[0094] As shown in Figure 6, AND circuits AC2 and AC3 have the same circuit configuration as AND circuit AC1, and the above explanation regarding AND circuit AC1 also applies to AND circuits AC2 and AC3, so a detailed explanation of reel control for these circuits will be omitted.
[0095] As described above, the gaming machine 10 in this embodiment has a circuit configuration that processes the first signal ("STOP_SE1", "STOP_SE2", and "STOP_SE3") and the second signal ("STOPLED_B1", "STOPLED_B2", and "STOPLED_B3") with an AND condition, thereby improving the operability related to stopping operations.
[0096] <Other variations> The embodiments described above are not limited to those described above, and various modifications and improvements are possible. The following are variations not mentioned in the above explanation.
[0097] In the above embodiment, an embodiment of the present invention was described using a hardware configuration (an electrical circuit including an AND gate), but an equivalent configuration may also be realized by program processing by the CPU 101 provided on the main board 100. In other words, the main control means may input both the first signal and the second signal and determine whether or not to execute the first process or the second process by program processing based on each of the input signals. Even with this configuration, it is possible to achieve the same effects as the present invention. Furthermore, in this modified case, the first and second processes can be performed in different forms (for example, the first process only stops the reel, while the second process stops the reel and also provides notification that it has stopped due to continued operation).
[0098] In the above embodiment, the first state was defined as the state when the first signal was High, and the second state as the state when it was Low. Furthermore, the third state was defined as the state when the second signal was High, and the fourth state as the state when it was Low. However, in implementing the present invention, the High / Low relationship of at least one of the signals may be inverted. In this modified example, by inputting the signal to be inverted into a NOT gate and inputting the output of the NOT gate into an AND gate, a hardware configuration capable of performing the same processing (first and second processing) as the present invention can be realized.
[0099] In the above embodiment, the stop button 27 is shown as the operating means for stopping the reels, but it may be replaced with other configurations, for example, a bet button 23 or a start lever 26.
[0100] The "first process," "second process," and "third process" described in the above embodiment are processes that are each executed by the main control means, and it is sufficient that their execution conditions (the circumstances under which they are executed) are different from each other. Therefore, the content (execution mode) that results from the execution of the "first process," "second process," and "third process" by the main control means is not limited to the content described in the above embodiment, and can be changed as appropriate.
[0101] <Note> This embodiment encompasses the following technical concepts. (1) A gaming machine comprising: a main control means for controlling the progress of a game; a reel that rotates in response to a predetermined operation; and an operating means for stopping the rotating reel, wherein the main control means executes processing based on a first signal that results in a first state or a second state, and a second signal that results in a third state or a fourth state, wherein the first state is a state in which an operation is performed on the operating means, the second state is a state in which no operation is performed on the operating means, the third state is a state in which the game can proceed, and the fourth state is a state in which the game is restricted, wherein when the first signal switches from the second state to the first state during the period when the second signal is in the third state, the main control means can execute a first process, when the first signal switches from the second state to the first state during the period when the second signal is in the fourth state, the main control means does not execute the first process, and thereafter, when the second signal switches from the fourth state to the third state during the period when the first signal is in the first state, the main control means can execute a second process. (2) When the second signal is in the fourth state, the first signal switches from the second state to the first state, and thereafter the second signal maintains the fourth state for the period until the first signal switches from the first state to the second state, the main control means does not perform either the first or second process, as described in (1). (3) The gaming machine according to (1) or (2), comprising an AND circuit that takes both the first signal and the second signal as inputs, wherein the first signal is in the first state when it is High and in the second state when it is Low, the second signal is in the third state when it is High and in the fourth state when it is Low, the first process and the second process are the same process, and when the output signal of the AND circuit switches from Low to High, the main control means can execute the first process. [Explanation of Symbols]
[0102] 10 Gaming Machines 20 Front door 23 Bet Buttons 23a Maximum Bet Button 23b Single bet button 24 Menu Selection Buttons 24a D-pad buttons 24b Confirm button 25 Status Indicator LEDs 25a Input number display LED 25b LED display showing the number of stored coins 25c Acquired number display LED 25d Instruction display LED 25e Replay indicator LED 25f Game start display LED 25g Ready to load LED 25h Advantage Mode Indicator LED 26. Start lever 27 (27L, 27C, 27R) Stop button 27a Can be stopped indicator LED 31 Coin slot 32 Checkout button 33. Medal Return Button 34 Door locks 35 Coin Dispenser 36 (36a~36m) Decorative LED 37 Bottom tray 38 (38a~38d) Speaker opening 40a, 40b Various sensors 41 Decorative LED circuit board 42 Status Indicator LED Board 43 (43L, 43C, 43R) Stop Button Sensor 44 Start lever sensor 45a Maximum Bet Button Sensor 45b Single Bet Button Sensor 45c Performance button sensor 46a D-pad button sensor 46b Confirm button sensor 48. Setting change device 48a Setting Key Switch 48b Setting change switch 48c Setting display LED 49 (49a~49d) Speakers 50 Door open sensor 51 Medal insertion slot 60 Rotating section 62 Performance display area 63 Performance display device 64 Reel Frames 65 (65L, 65C, 65R) Reel 66 Reel Sensor 67 Reel Lighting Circuit Board 68 Reel Motor 90 Outer frame 91 Power supply 93 Hopper 97 Back plate 100 Main board 100C PCB case 101 CPU 102 RAM 103 ROM 104 Random Number Circuit 110 Game Progress Management Department 111 Internal Lottery Department 112 Reel Control Unit 113 Award Judging Section 114 Medal Management Department 115 Status Indicator LED Control Unit 120 Status Management Department 121 Configuration Change Management Department 122 Game Status Management Department 123 Replay Time Management Department 124 Game Mode Management Department 125 Error Management Department 130 Main Communications Department 131 Control command transmission unit 132 External signal transmission unit 200 Sub-boards 201 CPU 202 RAM 203 ROM 204 Random Number Circuit 210 Subcommittee Communications 211 Control command receiving unit 220 Performance Management Department 221 Performance Mode Management Section 222 Performance Control Unit 223 Performance Display Control Unit 224 Voice Control Unit 225 Decorative LED Control Unit 400 relay boards
Claims
[Claim 1] A main control means for controlling the progress of the game, A reel that rotates in response to a predetermined operation, Operating means for stopping the rotating reel, Equipped with, The main control means performs processing based on a first signal that results in a first or second state, and a second signal that results in a third or fourth state. The first state is a state in which an operation is being performed on the operating means. The second state is a state in which no operation is performed on the operating means. The aforementioned third state is a state in which the game can proceed. The fourth state is a state in which the progress of the game is restricted, When the first signal switches from the second state to the first state during the period when the second signal is in the third state, the main control means may execute the first process. If the first signal switches from the second state to the first state during the period when the second signal is in the fourth state, the main control means does not execute the first process. Subsequently, if the second signal switches from the fourth state to the third state during the period when the first signal is in the first state, the main control means may execute the second process. The main control means is capable of executing a specific notification triggered by the second process, and not executing the specific notification triggered by the first process. A gaming machine characterized by the following features.
Citation Information
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