Gaming machine

The gaming machine addresses inefficiencies in game initiation by incorporating storage and initialization processes, enabling smooth game execution upon power supply without immediate setting operations.

JP7842457B2Active Publication Date: 2026-04-08NEWGIN KK
View PDF 4 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-17
Publication Date
2026-04-08

AI Technical Summary

Technical Problem

Conventional gaming machines require setting the bet number before performing various confirmation operations, which cannot be executed unless power is supplied, leading to inefficiencies in game initiation.

Method used

A gaming machine equipped with a storage means to store information, game progress control, and initialization processes that allow for executing a variable game after a setting operation, including a first and second initialization process to initialize gaming media and multiplier information, enabling game execution without immediate setting operations.

Benefits of technology

The system ensures proper restoration and execution of variable games upon power supply, allowing for seamless game initiation without requiring immediate setting operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007842457000001
    Figure 0007842457000001
  • Figure 0007842457000002
    Figure 0007842457000002
  • Figure 0007842457000003
    Figure 0007842457000003
Patent Text Reader

Abstract

To provide a game machine that can be properly restored, along with the start of the power supply.SOLUTION: When game medium number initialization processing that initializes credit information is executed in a state where a predetermined condition is satisfied, variation game may be executed without performing a setting operation. By returning to a state where the variation game can be executed without performing the setting operation, various types of confirmation work such as whether a variation game can be executed can be performed without setting the number of bets, after the power supply is started.SELECTED DRAWING: Figure 7
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0005] ,

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, among slot machines (so-called reel-type gaming machines), which are a type of gaming machine, there is a gaming machine configured to be able to change set values as power supply is started, such as the gaming machine described in Patent Document 1. In the gaming machine described in Patent Document 1, a variable game can be executed by setting the bet number (so-called the number of bets) by operating a BET switch or the like. By the way, when power supply is started, various confirmation operations such as whether a variable game can be executed cannot be performed unless the number of bets is set by operating the BET switch or the like.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Today, it is desired to appropriately return as power supply is started.

Means for Solving the Problems

[0005] A gaming machine that solves the above problems is equipped with a storage means capable of storing various types of information, and is capable of executing a variable game after a setting operation for consuming gaming media has been performed, and comprises a game progress control means capable of executing a game progress process, and an initialization means capable of executing an initialization process for initializing at least some of the information, wherein the game progress process includes a predetermined process relating to the transition to an advantageous state, and the initialization process, which can be executed when power supply is started, includes a first initialization process that initializes the number of gaming media possessed information relating to the number of gaming media possessed, Multiplier information The system includes a second initialization process that initializes the first initialization process and the second initialization process, and when predetermined conditions are met and the first and second initialization processes are executed, the system becomes unable to run the variable game unless the setting operation is performed. When predetermined conditions are met and only the first initialization process is executed, there is a specific situation in which the variable game can be run without performing the setting operation. In this specific situation, when the variable game is run, the predetermined process is not executed in the game progress process. [Effects of the Invention]

[0006] According to the present invention, the system can be properly restored when power supply is initiated. [Brief explanation of the drawing]

[0007] [Figure 1] This is a diagram showing the front side of a slot machine. [Figure 2] This is a diagram showing an information panel. [Figure 3] This is a diagram showing the game state. [Figure 4] This diagram shows the electrical configuration of a slot machine. [Figure 5] This is a flowchart showing the game progress process. [Figure 6] (a) is a diagram showing an example of the display content of the display device when a game-ready notification effect is performed, and (b) is a diagram showing an example of the display content of the display device when a stop-prompt notification effect is performed. [Figure 7] This diagram shows the behavior of a slot machine depending on whether the MAXBET button is pressed when the power supply is interrupted, whether the setting value switch is pressed when the power supply is restored, and whether the clear button is pressed. [Modes for carrying out the invention]

[0008] The following describes an embodiment of a slot machine (a so-called revolving-type gaming machine), which is a type of gaming machine. In this specification, the directions up, down, left, right, front (front), and back refer to the directions as seen from the perspective of a player playing the slot machine.

[0009] Figure 1 shows a slot machine 10 as a gaming machine, and a sand unit SU that is installed alongside the slot machine 10 in the island equipment of a gaming parlor. The game machine's token dispenser SU has an insertion / return slot SUa for inserting a prepaid card as a storage medium. The dispenser SU also has a return button SUb, which is operated when returning an inserted prepaid card. When the return button SUb is operated, the prepaid card is returned from the insertion / return slot SUa. The prepaid card stores information such as the remaining balance on the card as usable value for gameplay and the number of medals won. The number of medals won corresponds to the number of medals the player possesses (also called "balls held"). The dispenser SU also has a dispensing button SUc, which is operated when receiving medals as a game medium. The dispenser SU also has a medal dispensing outlet SUd from which the dispensed medals are ejected. When there is value stored on the prepaid card and the dispensing button SUc is operated, medals are ejected from the medal dispensing outlet SUd. The medals correspond to the game value that can be used for gameplay. The dispenser SU may also have a banknote slot for inserting banknotes. Then, the balance on the prepaid card increases according to the amount of banknotes inserted into the banknote slot.

[0010] The slot machine 10 comprises a rectangular box-shaped main cabinet 11. The main cabinet 11 has an opening on its front (not shown). The slot machine 10 includes a front door 12 that covers the opening of the main cabinet 11. The front door 12, as a door member, is supported on the main cabinet 11 so as to be openable and closable. The slot machine 10 includes a locking mechanism SJ. In the slot machine 10, the opening of the front door 12 is restricted by the locking mechanism SJ. In the slot machine 10, for example, the locking mechanism SJ can be unlocked and the front door 12 opened by operating it clockwise using a key managed by the administrator of the gaming hall.

[0011] The slot machine 10 is equipped with a decorative lamp 13 on its front door 12 as a light-emitting means capable of emitting light. The slot machine 10 is equipped with a speaker 14 on its front door 12 as a sound output means capable of outputting sounds such as sound effects or music. The slot machine 10 is equipped with a performance display device 15 on its front door 12 as a display means capable of displaying images such as characters or letters. For example, a liquid crystal display and an organic EL display can be used as the performance display device 15. The slot machine 10 is equipped with a substantially rectangular display window 12a on the front of the front door 12 and below the performance display device 15. The display window 12a is made of, for example, a colorless transparent resin material. In this embodiment, some or all of the performance devices among the decorative lamp 13, speaker 14 and performance display device 15 correspond to performance execution means.

[0012] The slot machine 10 includes a reel unit 16. The reel unit 16 is positioned inside the machine so that it can be seen by the player through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a middle reel 16b (second reel), and a right reel 16c (third reel). Reels 16a to 16c are also called drums. Thus, the slot machine 10 has multiple reels. Each of the reels 16a to 16c has a symbol row along its outer surface in which multiple symbols are arranged in an identifiable manner. The symbol row is provided by wrapping a strip of translucent film, on which multiple symbols are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each symbol row of reels 16a to 16c contains 21 symbols. There are multiple types of symbols. For example, the multiple types of symbols include a cherry symbol that resembles a cherry, a watermelon symbol that resembles a watermelon, a bell symbol that resembles a bell, a red seven symbol that resembles a red "7", a white seven symbol that resembles a white "7", and a replay symbol that resembles the word "REPLAY". In this way, reels 16a to 16c each have multiple symbols.

[0013] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the middle reel 16b, and an actuator for driving the right reel 16c. For example, stepping motors can be used as actuators to drive the reels 16a to 16c. The reels 16a to 16c can rotate and stop vertically independently of each other by the actuators provided for each of them. In the slot machine 10, when the reels 16a to 16c rotate, the rows of symbols (multiple types of symbols) visible through the display window 12a change, and a variation game is executed. For example, the change in the row of symbols is performed by scrolling the row of symbols vertically from top to bottom. In this way, the slot machine 10 is configured to execute a variation game in which multiple reels 16a to 16c rotate. Furthermore, the reel unit 16 includes a left reel sensor SE1 for detecting the rotational position of the left reel 16a, a middle reel sensor SE2 for detecting the rotational position of the middle reel 16b, and a right reel sensor SE3 for detecting the rotational position of the right reel 16c (as shown in Figure 4).

[0014] The display window 12a is large enough to display three symbols that are circumferentially continuous on reels 16a to 16c. The display window 12a has upper stop positions, middle stop positions, and lower stop positions set for each of the reels 16a to 16c. When the reels stop rotating, one symbol stops and is displayed at each of the upper, middle, and lower stop positions. The symbols stopped at each stop position can then be viewed through the display window 12a, and the symbols will be displayed in the display window 12a. In other words, when some or all of the reels 16a to 16c are stopped rotating, it is possible to view at least three symbols that stop at the upper, middle, and lower stop positions of the stopped reels through the display window 12a.

[0015] In the slot machine 10, a combination of stop positions, each selected one by one from three stop positions set for each of the reels 16a to 16c, determines a valid combination of stop positions that can judge the stopped symbol combination as a winning combination. In the following description, a line connecting a plurality of stop positions constituting a valid combination of stop positions is simply referred to as the "valid line YL". In the present embodiment, the valid line YL (valid combination of stop positions) is constituted by each middle stop position of the reels 16a to 16c. The valid line YL is also called a winning line.

[0016] Here, "stop" for a symbol means that the symbol stops within the display window 12a, that is, at any one of the upper stop position, the middle stop position, and the lower stop position, and is displayed so as to be visible to the player. Also, "winning" means that a symbol combination for which a prize is defined is displayed on the valid line YL. In the slot machine 10, when a winning occurs, a prize defined for the winning symbol combination is awarded. Note that a combination other than the valid combination of stop positions is an invalid combination of stop positions (so-called invalid line) that cannot judge the displayed symbol combination as a winning combination. Hereinafter, the "game result derived in the variable game" corresponds to the symbol combination stopped on the valid line YL in the variable game.

[0017] The slot machine 10 includes a medal insertion slot 17 into which medals can be inserted on the front surface of the front door 12. The slot machine 10 includes a medal selector inside the machine. The medal selector includes an insertion sensor SE4 that detects medals inserted from the medal insertion slot 17 (shown in FIG. 4).

[0018] The slot machine 10 has a BET button 18 on the front of the front door 12. The BET button 18 is a means for setting the number of bets by wagering medals from the credits internally stored in the slot machine 10. Credits correspond to the medals internally stored. The slot machine 10 can store the game value as data by storing medals as credits. Also, wagering medals corresponds to betting medals. Operating the BET button 18 corresponds to performing an operation to consume medals. Thus, in the slot machine 10, operating the BET button 18 corresponds to a setting operation for consuming the possessed game media. The BET button 18 can be operated by the player.

[0019] The BET button 18 includes a 1BET button 18a as a non-specific operation means and a MAXBET button 18b as a specific operation means. In the slot machine 10, by operating the 1BET button 18a, the set number of bets can be increased by one. That is, in the slot machine 10, by operating the 1BET button 18a, a number one more than the set number of bets can be set as the number of bets. That is, in this embodiment, by a setting operation of operating the non-specific operation means, a number one more than the already set number of bets can be set as the number of bets. Also, in the slot machine 10, by operating the MAXBET button 18b, the set number of bets can be increased to the upper limit number. That is, in the slot machine 10, by operating the MAXBET button 18b, the upper limit number that can be set as the number of bets can be set as the number of bets. That is, in this embodiment, by a setting operation of operating the specific operation means, the upper limit number that can be set as the number of bets can be set as the number of bets. Incidentally, in the slot machine 10, it is also possible to wager medals by inserting medals through the medal insertion slot 17. Therefore, the operation of inserting medals through the medal insertion slot 17 can also be regarded as a kind of setting operation for consuming the game media.

[0020] In the slot machine 10, a variable game can be played by betting tokens, which consumes the tokens. For example, the slot machine 10 is configured to allow a variable game to be played by setting the bet amount by operating the BET button 18 and consuming tokens. In other words, the slot machine 10 can play a variable game after the BET button 18 has been operated. That is, the slot machine 10 is configured to allow a variable game to be played after a setting operation for consuming the game medium has been performed. In this way, the slot machine 10 can play a variable game by consuming tokens stored as credits. That is, the slot machine 10 is configured to allow a variable game to be played by consuming game value stored as data. In this embodiment, the setting operation for consuming the game medium corresponds to a bet operation (BET operation). Furthermore, the setting operation for consuming the game medium corresponds to the operation of setting the bet amount. Furthermore, the setting operation for consuming the game medium corresponds to the operation of inserting the game medium. Incidentally, inserting the game medium is intended to include not only inserting tokens into the token slot 17, but also consuming tokens to set the bet amount from the credits.

[0021] The slot machine 10 is equipped with a payout button 19 on the front of the front door 12, which serves as an operable payout operation means. The payout button 19 is a means to be operated when paying out the tokens set as the bet and the credits stored internally. In other words, the payout button 19 is an operation means to be operated when paying out the tokens and credits set as the bet. The payout button 19 can be operated by the player.

[0022] The slot machine 10 is equipped with a start lever 20 on the front of the front door 12, which serves as the start operation unit. The start lever 20 is a means for initiating the rotation of reels 16a to 16c. In other words, the acceptance of the start operation triggers the start of the variable game. Thus, the start lever 20 is an operating means used to start the variable game. The start lever 20 can be operated by the player. The operation of the start lever 20 to start the variable game can be called the start operation. In the slot machine 10, the variable game starts based on the start operation.

[0023] The slot machine 10 is equipped with a left stop button 21 (first stop button) on the front of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operating means for stopping the rotation of the left reel 16a. The slot machine 10 is equipped with a middle stop button 22 (second stop button) on the front of the front door 12. The middle stop button 22 corresponds to the middle reel 16b and is an operating means for stopping the rotation of the middle reel 16b. The slot machine 10 is equipped with a right stop button 23 (third stop button) on the front of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operating means for stopping the rotation of the right reel 16c. Stop buttons 21 to 23 can be operated by the player.

[0024] The stop buttons 21-23 correspond individually to multiple symbol rows. Each of the stop buttons 21-23 corresponds to a stop operation unit. Thus, the slot machine 10 is configured to stop the rotation of the reels when a stop button is operated. Furthermore, operating a stop button to stop a reel while it is rotating can be called a stop operation. In the slot machine 10, the rotation of the reels stops based on the stop operation. As described above, the slot machine 10 is equipped with multiple stop buttons 21-23 as stop operation means, each corresponding to one of the multiple reels 16a-16c. In the following description, the first stop operation of the stop buttons 21-23 may be referred to as the first stop operation, the second stop operation as the second stop operation, and the third stop operation as the third stop operation.

[0025] There are six possible operating sequences for stop buttons 21-23 (hereinafter referred to as "pressing sequence"), each differing in the order of the stop buttons used for the first, second, and third stop operations. The first pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of left reel 16a → middle reel 16b → right reel 16c. The second pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of left reel 16a → right reel 16c → middle reel 16b. The third pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of middle reel 16b → left reel 16a → right reel 16c. The fourth pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of middle reel 16b → right reel 16c → left reel 16a. The fifth button sequence involves pressing stop buttons 21-23 so that the reels stop rotating in the following order: right reel 16c → left reel 16a → middle reel 16b. The sixth button sequence involves pressing stop buttons 21-23 so that the reels stop rotating in the following order: right reel 16c → middle reel 16b → left reel 16a.

[0026] The slot machine 10 is equipped with a payout opening 26 at the lower part of the front of the front door 12. Inside the slot machine 10 is a hopper unit HU capable of dispensing medals from the payout opening 26 (shown in Figure 4). The slot machine 10 is equipped with a receiving tray 27 to receive the medals dispensed from the payout opening 26.

[0027] The slot machine 10 is equipped with an information panel 30 on the front of the front door 12 that can display predetermined information. As shown in Figure 2, the information panel 30 is equipped with an insertable lamp 31. The insertable lamp 31 can be turned on or off. The insertable lamp 31 indicates or notifies whether the slot machine 10 is in a state where it is possible to insert medals, depending on whether it is lit or not. Specifically, in the slot machine 10, the insertable lamp 31 can indicate or notify that medals can be inserted, that is, that the number of medals stored as credits can be increased, by being lit. As mentioned above, in the slot machine 10, medals can be bet by inserting medals into the medal slot 17. Therefore, it can also be said that the insertable lamp 31 can indicate or notify that it is possible to bet medals by being lit. For this reason, in this embodiment, when the insertable lamp 31 is lit, it can be determined that it is possible to play a variable game by setting a new bet amount. That is, the insertable lamp 31 notifies that it is possible to play a variable game by operating the BET button 18.

[0028] The information panel 30 is equipped with a replay lamp 32. The replay lamp 32 can be turned on or off. The replay lamp 32 indicates or notifies whether or not a replay (re-game) is occurring, that is, whether or not a replay (re-game) has been activated, based on whether or not it is lit. Specifically, in the slot machine 10, the replay lamp 32 can indicate or notify that a re-game has been activated by turning on. Therefore, in this embodiment, when the replay lamp 32 is lit, it can be determined that the variable game can be executed without setting a new bet. In other words, when the situation (state) becomes such that a variable game can be executed without setting operations, the replay lamp 32 notifies that the variable game can be executed without setting operations.

[0029] The information panel 30 includes a start lamp 33. The start lamp 33 can be turned on or off. The start lamp 33 indicates or notifies whether or not the variable game can be started by operating the start lever 20, depending on whether it is lit or not. Specifically, in the slot machine 10, the start lamp 33 can indicate or notify that the variable game can be started by operating the start lever 20 by lighting up. Therefore, in this embodiment, when the start lamp 33 is lit, it can be determined that the variable game can be played without setting a new multiplier. That is, when the situation (state) becomes such that the variable game can be played without setting an operation, the start lamp 33 notifies that the variable game can be played without setting an operation.

[0030] The information panel 30 is equipped with a favorable period lamp 34. The favorable period lamp 34 can be turned on or off. The favorable period lamp 34 indicates or notifies whether or not it is a favorable period depending on whether it is lit or not. Specifically, in the slot machine 10, the favorable period lamp 34 can indicate or notify that it is a favorable period by being lit.

[0031] The information panel 30 includes a bet display unit 35. The bet display unit 35 is composed of a 1BET light-emitting unit 35a, a 2BET light-emitting unit 35b, and a 3BET light-emitting unit 35c. The bet display unit 35 indicates or notifies the number of medals set as the bet, that is, the set bet, by the illumination of each light-emitting unit 35a to 35c. Specifically, in the slot machine 10, if the set bet is "1 medal", the 1BET light-emitting unit 35a lights up, while the light-emitting units 35b and 35c are off. In the slot machine 10, if the set bet is "2 medals", the light-emitting units 35a and 35b light up, while the 3BET light-emitting unit 35c is off. In the slot machine 10, if the set bet is "3 medals", all the light-emitting units 35a to 35c light up. Incidentally, in slot machine 10, if the set bet is "0 coins", all light-emitting parts 35a to 35c will turn off.

[0032] Thus, the multiplier display unit 35 indicates or notifies the set multiplier by the presence or absence of each light-emitting unit 35a to 35c that constitutes the multiplier display unit 35, that is, by the content of the multiplier display unit 35. Note that "multiplier (BET number)" is sometimes also called "bet number". In the slot machine 10, a variable game can be played when at least 1 or more is set as the multiplier. Therefore, when all light-emitting units 35a to 35c are off, it can be determined that the variable game can be played by setting a new multiplier. That is, the light-emitting units 35a to 35c notify that the variable game can be played by operating the BET button 18. In the slot machine 10, when at least some of the light-emitting units 35a to 35c are lit, the multiplier is 1 or more. Therefore, when at least some of the light-emitting units 35a to 35c are lit, it can be determined that the variable game can be played without setting a new multiplier. In other words, when the light-emitting units 35a to 35c reach a state where a variable game can be played without any setting operations, they notify the user that a variable game can be played without any setting operations.

[0033] The information panel 30 includes a credit display unit 36. The credit display unit 36 ​​is composed of, for example, two 7-segment displays. The credit display unit 36 ​​displays the number of medals stored as credits within the machine.

[0034] The information panel 30 includes a payout display unit 37. The payout display unit 37 is composed of, for example, two 7-segment displays. The payout display unit 37 displays information regarding the number of medals that will be paid out when a prize is won in a variable game. Furthermore, the payout display unit 37 displays instruction information, which is information regarding the operation of stop buttons 21 to 23 that is recommended to produce a predetermined symbol combination (game result) in the variable game that is currently being played. "Information regarding the operation of stop buttons 21 to 23" includes, for example, information regarding the operation order (pressing order) of stop buttons 21 to 23 and information regarding symbols that are recommended to be operated using stop buttons 21 to 23 in order to stop in a variable game. The information regarding symbols that are recommended to be operated using stop buttons 21 to 23 in order to stop in a variable game can also be called information regarding the timing of the button press.

[0035] Next, we will explain the design combinations that determine the prizes. A combination of symbols that has been designated to award a prize is also called a "winning combination." Prize-winning combinations of symbols (winning combinations) include combinations of symbols that have been designated to pay out medals as a prize (payout combinations) and combinations of symbols that have been designated to allow for a replay as a prize (replay combinations). A replay means that you can start the next spinning game without having to bet medals. Replay combinations are also called replay combinations. Examples of payout combinations include the cherry combination, watermelon combination, bell combination, and single coin combination.

[0036] The cherry symbol is guaranteed to pay out a predetermined number of medals (for example, 3). In the following explanation, the combination of symbols that stops on the active line YL when the cherry symbol is won will be referred to as the "cherry stop combination". The watermelon symbol is guaranteed to pay out a predetermined number of medals (for example, 5). In the following explanation, the combination of symbols that stops on the active line YL when the watermelon symbol is won will be referred to as the "watermelon stop combination". The bell symbol is guaranteed to pay out a predetermined number of medals (for example, 15). In the following explanation, the combination of symbols that stops on the active line YL when the bell symbol is won will be referred to as the "bell stop combination". The single-coin symbol is guaranteed to pay out a predetermined number of medals (for example, 1). In the following explanation, the combination of symbols that stops on the active line YL when the single-coin symbol is won will be referred to as the "bell spill stop combination". Note that the number of medals dispensed refers not to the number of medals actually dispensed from payout slot 26, but to the number of medals added (added) as credit, and represents the total number of medals awarded to the player.

[0037] The replay bonus is awarded as a prize. In the following explanation, the combination of symbols that stops on the active payline YL when the replay bonus is won is referred to as the "replay stop combination". In slot machine 10, for example, the prizes awarded for each payout may vary depending on the bet. For example, the bell payout may be set as follows: 1 coin when the bet is 1 coin, 2 coins when the bet is 2 coins, and 15 coins when the bet is 3 coins.

[0038] In slot machine 10, for example, if a replay is activated, the same bet amount set in the previous spinning game will be set. For example, in slot machine 10, if a replay is triggered in a spinning game that started when the bet amount was set to "1 coin", the bet amount will be set to "1 coin" again. For example, in slot machine 10, if a replay is triggered in a spinning game that started when the bet amount was set to "2 coins", the bet amount will be set to "2 coins" again. Similarly, in slot machine 10, if a replay is triggered in a spinning game that started when the bet amount was set to "3 coins", the bet amount will be set to "3 coins" again.

[0039] The slot machine 10 is configured to allow control of the game state. As shown in Figure 3, there are multiple game states in the slot machine 10. Specifically, the game states in the slot machine 10 include the first normal state, the second normal state, the first advantageous state, and the second advantageous state. In the following explanation, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be explained in more detail later, the advantageous state is a game state that is more advantageous than the normal state.

[0040] In slot machine 10, when it is in the first normal state, if a transition to the advantageous period is decided, it transitions to the second normal state. In slot machine 10, when it is in the second normal state, if a transition to the first advantageous state is decided, it transitions to the first advantageous state. Furthermore, in slot machine 10, if the termination condition for the first advantageous state is met but the transition condition is not met (shown as "not met" in Figure 3), the advantageous period ends and it transitions to the first normal state. On the other hand, in slot machine 10, if the termination condition for the first advantageous state is met but the transition condition is met, it transitions to the second normal state. In addition, in slot machine 10, if the number of variable games played in the first advantageous state reaches a predetermined number of "30 times", the termination condition for the first advantageous state is met. Furthermore, in slot machine 10, if the machine is transitioning from the second advantageous state to the first advantageous state, or if it is determined by lottery to transition to the second advantageous state when transitioning from the second normal state to the first advantageous state, the transition conditions are met, and the machine transitions to the second advantageous state after the end of the first advantageous state. In slot machine 10, if the remaining number of stays, which corresponds to the remaining number of variable games that can be played while in the second advantageous state, reaches 0, the advantageous period ends, and the machine transitions to the first normal state. In addition, in slot machine 10, if the conditions for ending the advantageous period are met while in the advantageous period, the advantageous period ends, and the machine transitions to the first normal state. In slot machine 10, if the number of variable games played in the advantageous period reaches "1500," which corresponds to the maximum number of stays, or if the number of game tokens awarded in the advantageous period reaches "2400," which corresponds to the maximum number of tokens awarded, the conditions for ending the advantageous period are met.

[0041] Slot machine 10 is configured to allow control of its performance state (performance mode). There are multiple types of performance states in the slot machine 10. Specifically, the performance states in the slot machine 10 include the normal performance state, the pseudo-bonus performance state, and the advantageous performance state. The normal performance state is the performance state that the player is in when the machine is in the normal state. The pseudo-bonus performance state is the performance state that the player is in when the machine is in the first advantageous state. The advantageous performance state is the performance state that the player is in when the machine is in the second advantageous state. In each performance state, performance state identification information that allows the player to identify the performance state in which the player is currently in is announced. The performance state in which the player is currently in which the player is in which the machine is

[0042] In slot machine 10, for example, an operation-related animation (hereinafter referred to as a navigation animation) is performed that suggests or notifies the operation of the stop buttons in order to stop a winning combination of symbols on the active line YL. The operation of the stop buttons suggested or notified in the navigation animation includes the order in which to press the stop buttons and the timing of pressing the stop buttons. The timing of pressing the stop buttons refers to the so-called precise stopping position. The navigation animation is also called an operation navigation animation or a button-press navigation animation (button-press navigation).

[0043] In slot machine 10, when in the normal performance state, navigation sequences are not performed in a way that is advantageous to the player. On the other hand, in slot machine 10, when in the pseudo-bonus performance state and the advantageous performance state, navigation sequences are performed in a way that is advantageous to the player. That is, when in the pseudo-bonus performance state and the advantageous performance state, the proportion of navigation sequences performed in a way that is advantageous to the player is higher compared to when in the normal performance state. Furthermore, in slot machine 10, navigation sequences are not performed when in the normal performance state, but are performed when in the pseudo-bonus performance state and the advantageous performance state. That is, in slot machine 10, the proportion of navigation sequences performed when in the pseudo-bonus performance state and the advantageous performance state is higher compared to when in the normal performance state. For this reason, the pseudo-bonus performance state and the advantageous performance state, which are controlled in the advantageous state, can be said to be more advantageous performance states than the normal performance state, which are controlled in the normal state. The pseudo-bonus performance state and the advantageous performance state can be said to be more advantageous performance states than the normal performance state. The pseudo-bonus and advantageous states are what is known as "Assist Time (AT)". Therefore, the advantageous state is more advantageous than the normal state.

[0044] In the slot machine 10, the setting value can be set by operating the setting value switch 45 (shown in Figure 4) when power is supplied. The setting value consists of multiple levels, and any of these setting values ​​can be set. That is, the setting value of the slot machine 10 can be changed by operating the setting value switch 45. In this embodiment, the setting values ​​are "1" to "6". The slot machine 10 can set any of "1" to "6" as the setting value. The slot machine 10 is controlled to a state where the setting value can be changed by operating the setting value switch 45 when power is supplied. In the slot machine 10, the setting value selected as the setting value to be set can be changed one step at a time by operating the start lever 20 in the state where the setting value can be changed. In the slot machine 10, the setting value selected when the operation of the setting value switch 45 is finished in the state where the setting value can be changed is set as the setting value.

[0045] In Slot Machine 10, various draws are conducted under winning probabilities based on the set values. Furthermore, in Slot Machine 10, the degree of advantage and the payout rate differ depending on the set value. For example, in Slot Machine 10, the probability of winning various roles in the role draw differs depending on the set value. In addition, for example, in Slot Machine 10, the probability of transitioning to the advantageous section when in the first normal state differs depending on the set value. For example, in Slot Machine 10, the probability of transitioning to the first advantageous state when in the second normal state differs depending on the set value. For example, in Slot Machine 10, the probability of transitioning to the second advantageous state when transitioning from the second normal state to the first advantageous state differs depending on the set value. In Slot Machine 10, since the probability of being controlled to an advantageous state differs depending on the set value, the frequency of being controlled to an advantageous state differs depending on the set value. Incidentally, in Slot Machine 10, the payout rate and degree of advantage increase in the order of setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6".

[0046] Next, we will explain the electrical configuration of slot machine 10. As shown in Figure 4, the slot machine 10 includes a main board 40 as the main control unit. The main board 40 performs processing related to the variable game and outputs control information according to the results of the processing. The control information is also called a control signal or control command. The slot machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40. The slot machine 10 also includes a power supply unit 60.

[0047] First, let me explain the main board 40. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a main control program. The main ROM 42 stores the main control program and judgment values ​​used for predetermined lotteries. The main RWM 43 is configured to store various information that can be rewritten as appropriate during the operation of the slot machine 10. The information stored by the main RWM 43 includes, for example, flags, counters, and timers. The main RWM 43 functions as a storage means capable of storing various types of information. The main board 40 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0048] The main board 40 is connected to the actuators of reels 16a to 16c. The main CPU 41 is configured to control the operation of each actuator of reels 16a to 16c via a drive circuit (not shown). The main board 40 is connected to reel sensors SE1 to SE3 and input sensor SE4. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE4 via a port (not shown).

[0049] The main board 40 is connected to a 1BET button 18a, a MAXBET button 18b, a payout button 19, a start lever 20, and stop buttons 21-23. The main CPU 41 is configured to receive detection signals output by the 1BET button 18a, MAXBET button 18b, payout button 19, start lever 20, and stop buttons 21-23 via a port (not shown).

[0050] An information panel 30 is connected to the main board 40. The main CPU 41 is configured to control the display content of the information panel 30 via a drive circuit (not shown). A hopper unit HU is connected to the main board 40. The main CPU 41 is configured to control the hopper unit HU via a drive circuit (not shown).

[0051] The main board 40 is connected to the setting value switch 45. The main CPU 41 is configured to receive a detection signal, which is output when the setting value switch 45 is operated, via a port (not shown). The setting value switch 45 is located on the back (rear) side of the front door 12, that is, inside the machine. Therefore, the setting value switch 45 can be operated by opening the front door 12. The setting value switch 45 is configured to be operated using a predetermined key.

[0052] The setting value switch 45 can be switched between a state in which the setting value switch 45 is operated (e.g., on state) and a state in which the setting value switch 45 is not operated (e.g., off state), and the switched state is maintained. In the slot machine 10, the setting value switch 45 is activated by operating the setting value switch 45 clockwise with a predetermined key, and the setting value switch 45 is deactivated by not operating the setting value switch 45 clockwise with the predetermined key. The predetermined key cannot be removed while the setting value switch 45 is being operated clockwise, but can be removed by operating the setting value switch 45 counterclockwise after operating it clockwise.

[0053] As described above, after the setting value switch 45 is operated by turning it clockwise with a predetermined key, even if the user releases the predetermined key, the setting value switch 45 will not return to the unoperated state unless it is operated counterclockwise with the predetermined key. At this time, the setting value switch 45 remains operated as long as the predetermined key is turned clockwise. In other words, the setting value switch 45 is configured to remain operated even after the user releases the predetermined key and ends the operation of the setting value switch 45, because the predetermined key remains turned clockwise. That is, the first operating means is configured to maintain the operated state even after the user ends the operation of the first operating means after operating the first operating means.

[0054] The main board 40 is connected to the clear button 46. The main CPU 41 is configured to receive a detection signal, which is output when the clear button 46 is operated, via a port (not shown). The clear button 46 is located on the back (rear) side of the front door 12, that is, inside the machine. Therefore, the clear button 46 can be operated by opening the front door 12. The clear button 46 is a push-button type button. Unlike the setting value switch 45, the clear button 46 can be operated with hands or fingers without using a specific key.

[0055] The clear button 46 can be switched between a state where the clear button 46 is operated (e.g., on state) and a state where the clear button 46 is not operated (e.g., off state), and the switched state is not maintained. In the slot machine 10, pressing the clear button 46 puts the clear button 46 into an operated state, and not pressing the clear button 46 (releasing your hand from the clear button 46) puts the clear button 46 into an unoperated state.

[0056] As described above, the clear button 46 is activated when pressed with a finger, and returns to an unactivated state when the finger is released from the clear button 46. In other words, when the finger operation is ended while the clear button 46 is being pressed with a finger, the activated state of the clear button 46 is not maintained, and the clear button 46 returns to an unactivated state. That is, the clear button 46 is configured such that when pressed and operated, the clear button 46 is activated, and then the operation is ended by releasing the finger from the clear button 46, the activated state of the clear button 46 is not maintained, and the clear button 46 returns to an unactivated state. In other words, the second operating means is configured such that when the second operating means is operated and then the operation of the second operating means is ended, the activated state of the second operating means is not maintained, and the second operating means returns to an unactivated state.

[0057] Thus, the slot machine 10 is equipped with a setting value switch 45 and a clear button 46. In this embodiment, the setting value switch 45 and the clear button 46 correspond to operating means different from the power switch 61, which will be described later. In this embodiment, the setting value switch 45 corresponds to the first operating means, and the clear button 46 corresponds to the second operating means. That is, the operating means consist of a first operating means and a second operating means.

[0058] Here, we will explain the role lottery table and the winning numbers mentioned above, which are used in the internal lottery to determine the winning numbers from among multiple winning numbers stored in the main ROM 42. The internal lottery to determine the winning numbers is called the "role lottery." The winning numbers determined in the role lottery are also called the condition device combination. For this reason, the role lottery can also be called the "condition device combination lottery." In the following explanation, "the determination of a predetermined winning number in the role lottery" may be expressed as "winning a predetermined winning number in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number."

[0059] The winning number is control information that defines one or more symbol combinations that can be derived (displayed) in a variable game. In other words, the winning number is a condition device identifier that defines one or more winning combinations that can be achieved in a variable game. Winning numbers include, for example, winning numbers that allow the cherry combination, winning numbers that allow the watermelon combination, winning numbers that allow the bell combination, and winning numbers that allow the re-play combination. Among the winning numbers that allow the bell combination, there are winning numbers that allow the single-coin combination in addition to the bell combination. Among the winning numbers that allow the bell combination and the single-coin combination, there are winning numbers in which the order of operation of the stop button to achieve the bell combination is different from the order of operation of the stop button to achieve the single-coin combination. For example, among the winning numbers that allow for both the bell and single-coin wins, there are winning numbers in which the bell win occurs when the stop button is operated in a predetermined sequence, while the single-coin win occurs when the stop button is operated in a sequence different from the predetermined sequence.

[0060] In the following explanation, "a cherry win is permitted" refers to the case where a winning number that allows for a cherry win is drawn in the prize draw. Note that "a cherry win is permitted" corresponds to the prize draw result being "a draw result that allows for a cherry win." Similarly, in the following explanation, "a watermelon win is permitted" refers to the case where a winning number that allows for a watermelon win is drawn in the prize draw. Note that "a watermelon win is permitted" corresponds to the prize draw result being "a draw result that allows for a watermelon win." Likewise, in the following explanation, "a bell win is permitted" refers to the case where a winning number that allows for a bell win is drawn in the prize draw. Note that "a bell win is permitted" corresponds to the prize draw result being "a draw result that allows for a bell win." The winning numbers that allow for the bell symbol to be awarded here include winning numbers that allow for both the bell symbol and the single-card symbol to be awarded. Furthermore, in the following explanation, when a winning number that allows for the awarding of a replay symbol is selected in the prize draw, it will be referred to as "when the awarding of a replay symbol is allowed." When the awarding of a replay symbol is allowed, it corresponds to the result of the prize draw being "a draw result that allows for the awarding of a replay symbol."

[0061] The main ROM 42 stores a prize draw table that is referenced for each set value. For example, to make the prize draw table referenced different for each bet, the main ROM 42 may be configured to store a prize draw table referenced for each bet. In the prize draw table, for each of the winning numbers that can be determined, a predetermined number of random numbers used for prize draw (hereinafter referred to as random numbers for prize draw) are assigned from a range of possible values ​​for the random numbers. In the slot machine 10, if none of the winning numbers are matched in the prize draw, that is, if a prize is not awarded, the prize draw result is "miss". When the prize draw result is "miss", no prize combinations are derived on the active line YL based on the prize draw result.

[0062] Next, we will explain the sub-board 50 in detail. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (e.g., processes related to effects) by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values ​​used for various lotteries. The sub-ROM 52 stores light-emitting effect data related to the light-emitting effect of the decorative lamp 13. The sub-ROM 52 stores sound-emitting effect data related to the sound-emitting effect of the speaker 14. The sub-ROM 52 stores display-emitting effect data related to the display-emitting effect of the effect display device 15. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the slot machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0063] The sub-board 50 is connected to a decorative lamp 13, a speaker 14, and a performance display device 15. The sub-CPU 51 is configured to control the decorative lamp 13, speaker 14, and performance display device 15 via a drive circuit (not shown).

[0064] Next, we will describe the power supply unit 60. The power supply unit 60 converts the power voltage supplied from an external power source such as a gaming arcade into a predetermined power voltage, and then converts the converted power voltage into the power voltage to be supplied to each circuit board 40, 50. The power supply unit 60 is equipped with a power switch 61. Thus, the slot machine 10 is equipped with a power switch 61. The power switch 61 can be switched to either an ON state or an OFF state, and maintains the switched state. In order to start the slot machine 10, the power switch 61 is operated to the ON state and power supply from the external power source is started, or the power switch 61 is operated from the OFF state to the ON state while power is being supplied from the external power source.

[0065] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply has been cut off. The main RWM 43 can retain its stored contents at the time the power supply was cut off, even after the power supply has been cut off, because it receives power from the backup power supply 62. For example, the main RWM 43 may be configured to retain stored information even after the power supply has been cut off, by being a non-volatile memory that can retain stored contents even when the power supply is cut off. Alternatively, the backup power supply 62 may be configured to supply power to the sub-RWM 53 even after the power supply has been cut off. In this case, the sub-RWM 53 can retain its stored contents at the time the power supply was cut off, even after the power supply has been cut off, because it receives power from the backup power supply 62.

[0066] The slot machine 10 is equipped with a backup function. The backup function is a function that internally retains (backs up) various information related to game control even when the power supply from an external power source is cut off, and when power supply is restored, restores game control based on the retained information. In this embodiment, the main board 40 has the backup function. For example, the sub-board 50 may also have the backup function. The main RWM 43 is an example of a storage means that is capable of storing various information and is configured to retain at least some of the stored information even after the power supply is cut off. The slot machine 10 is configured to retain at least some of the information stored in the storage means even when the power supply is stopped.

[0067] Next, we will explain the game progression process executed by the main CPU 41. As shown in Figure 5, in the game progression process, the main CPU 41 performs a game start set process (step S101). In the game start set process, the main CPU 41 stores information related to the game state of the slot machine 10, and erases or updates information in a predetermined storage area in the main RWM 43. Next, the main CPU 41 starts accepting medals (step S102). Next, the main CPU 41 checks the game state (step S103). Subsequently, the main CPU 41 determines whether it is time for a re-game (step S104). Time for a re-game corresponds to when a re-game has been granted. If it is not time for a re-game (step S104; NO), the main CPU 41 performs a medal management process to set the bet amount for the current variable game (step S105). If the bet amount is set in step S105, the main CPU 41 stores control information that can identify that the bet amount has been set (hereinafter referred to as the bet amount setting command) in the output buffer. Furthermore, the multiplier setting command is configured to allow the user to identify the set multiplier. The control information (control commands) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in subsequent interrupt processing.

[0068] In step S105, when the main CPU 41 receives a detection signal from the 1BET button 18a, it identifies the bet from the bet information stored in the main RWM 43. If the bet has not reached its upper limit and the credits that can be identified from the credit information stored in the main RWM 43 are 1 or more, the main CPU 41 executes a control to increase the bet by 1. As a control to increase the bet by 1, the main CPU 41 adds 1 to the bet that can be identified from the bet information and updates the bet information. Furthermore, the main CPU 41 subtracts 1 from the credits that can be identified from the credit information and updates the credit information. Note that the bet information corresponds to information that can identify the bet and corresponds to bet information related to the bet. The credit information corresponds to information that can identify the credit and corresponds to information on the number of game tokens possessed. Thus, the information that the main RWM 43 can store includes information on the number of game tokens possessed and bet information.

[0069] Furthermore, in step S105, when the main CPU 41 receives a detection signal from the MAXBET button 18b, it identifies the multiplier from the multiplier information, and if the multiplier has not reached the upper limit and the number of credits that can be identified from the credit information is equal to or greater than the number of game tokens required to make the multiplier the upper limit, it executes a control to increase the multiplier to the upper limit. As a control to increase the multiplier to the upper limit, the main CPU 41 adds the multiplier that can be identified from the multiplier information to the multiplier so that it becomes the upper limit, and updates the multiplier information. In addition, the main CPU 41 subtracts the amount added to the multiplier from the credits that can be identified from the credit information, and updates the credit information.

[0070] Furthermore, in step S105, if the main CPU 41 receives a detection signal from the input sensor SE4, and the multiplier that can be identified from the multiplier information has not reached the upper limit, it adds 1 to the multiplier that can be identified from the multiplier information and updates the multiplier information. However, if the multiplier has reached the upper limit, the main CPU 41 updates the credit information by adding 1 to the credit that can be identified from the credit information, if the credit that can be identified from the credit information has not reached the upper limit. And if the credit has reached the upper limit, the main CPU 41 drives the hopper unit HU and dispenses one medal.

[0071] If the main CPU 41 is in the process of restarting the game (step S104; YES), or if it has finished processing in step S105, it determines whether the bet for the current variable game is equal to or greater than the minimum bet required to start the variable game (step S106). The minimum bet may vary depending on the game state, for example. If the main CPU 41 is in the process of restarting the game (step S104; YES), it sets the bet for the previous variable game as the bet for the current variable game. Even if a bet has been set, information that can identify whether the game is restarting is stored in the main RWM 43, so the main CPU 41 can determine whether the game is restarting by referring to this information.

[0072] If the multiplier is not equal to or greater than the minimum multiplier (step S106; NO), the main CPU 41 proceeds to the process in step S103. That is, in step S106, the main CPU 41 determines whether it is in a state where it can start executing the variable game. On the other hand, if the multiplier is equal to or greater than the minimum multiplier (step S106; YES), the main CPU 41 determines whether it has accepted the start operation by the start lever 20 (step S107). In the slot machine 10, the situation in which the re-play function is not activated between the completion of the process in step S102 and the affirmative determination in the process in step S106 (step S104; NO) corresponds to the situation in which the multiplier can be set.

[0073] In step S107, the main CPU 41 makes a positive determination if it receives a detection signal from the start lever 20, and a negative determination if it does not receive a detection signal from the start lever 20. If no start operation is received (step S107; NO), the main CPU 41 proceeds to the processing in step S103. On the other hand, if a start operation is received (step S107; YES), the main CPU 41 performs a game count subtraction process (step S108). If a start operation is received (step S107; YES), the main CPU 41 stores control information that can identify the start of a variable game (hereinafter referred to as a variable game start command) in the output buffer.

[0074] In the game count reduction process, the main CPU 41 performs the first game count reduction process, the second game count reduction process, and the third game count reduction process. In the game count reduction process, the main CPU 41 performs the first game count reduction process, and after completing the first game count reduction process, performs the second game count reduction process, and after completing the second game count reduction process, performs the third game count reduction process. Then, in the game count reduction process, after completing the third game count reduction process, the main CPU 41 returns to the game progress process.

[0075] In the first game count reduction process, the main CPU 41 refers to the value of the game state flag stored in the main RWM 43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the first game count reduction process. On the other hand, if it is the first advantageous state, the main CPU 41 updates the remaining number of pseudo-bonus stays stored in the main RWM 43 by subtracting 1. The remaining number of pseudo-bonus stays corresponds to the remaining number of variable games in which the first advantageous state can be maintained. After that, the main CPU 41 terminates the first game count reduction process.

[0076] In the second game count reduction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the second game count reduction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of stays stored in the main RWM 43 by subtracting 1. The remaining number of stays corresponds to the remaining number of variable games in which the player can stay in the second advantageous state. After that, the main CPU 41 terminates the second game count reduction process.

[0077] In the third game count reduction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the advantageous state. If it is neither the second normal state nor the advantageous state, the main CPU 41 terminates the third game count reduction process. On the other hand, if it is either the second normal state or the advantageous state, the main CPU 41 updates the advantageous upper limit stored in the main RWM 43 by subtracting 1. The advantageous upper limit is the value until the condition for ending the advantageous section is met, and the condition for ending the advantageous section is met when the advantageous upper limit reaches 0. After that, the main CPU 41 terminates the third game count reduction process.

[0078] After the game count reduction process is complete, the main CPU 41 performs a role lottery process to determine the winning numbers (step S109). In the role lottery process, the main CPU 41 obtains a random number value for the role lottery. The main CPU 41 refers to information that can identify the set setting value (hereinafter referred to as setting value information) and identifies the set setting value. The setting value information is stored in the main RWM 43. Then, the main CPU 41 selects a role lottery table corresponding to the identified setting value and multiplier. The main CPU 41 performs the role lottery by referring to the selected role lottery table based on the obtained random number value for the role lottery. Specifically, the main CPU 41 determines the winning numbers to which the obtained random number value for the role lottery is assigned. If the random number value for the role lottery is not assigned to a winning number that allows for a prize combination of symbols, the result of the role lottery is "miss". In this embodiment, the main CPU 41 performs the role lottery process, thereby realizing the function of a role lottery means that performs the role lottery.

[0079] In the role lottery process, the main CPU 41 stores information that can identify the result of the role lottery (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 also stores control information that can identify the result of the role lottery (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 terminates the role lottery process and returns to the game progression process.

[0080] After completing the role lottery process, the main CPU 41 performs the advantageous lottery process (step S110). In the advantageous lottery process, the main CPU 41 performs the advantageous section transition lottery process, the first advantageous transition lottery process, the second advantageous transition lottery process, the ceiling determination process, and the bonus lottery process. In the advantageous lottery process, the main CPU 41 performs the advantageous section transition lottery process, and after completing the advantageous section transition lottery process, performs the first advantageous transition lottery process, and after completing the first advantageous transition lottery process, performs the second advantageous transition lottery process. Furthermore, in the advantageous lottery process, the main CPU 41 performs the ceiling determination process after completing the second advantageous transition lottery process, and after completing the ceiling determination process, performs the bonus lottery process. Then, in the advantageous lottery process, after completing the bonus lottery process, the main CPU 41 returns to the game progression process.

[0081] In the advantageous section transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first normal state. If it is not the first normal state, the main CPU 41 terminates the advantageous section transition lottery process. On the other hand, if it is the first normal state, the main CPU 41 performs an advantageous section transition lottery based on the result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated within the main board 40, and then refers to a predetermined lottery table based on the obtained random number value to perform an advantageous section transition lottery that can determine the transition to the advantageous section. The probability of determining a transition to the advantageous section in the advantageous section transition lottery differs depending on the set setting value and the result of the role lottery. For example, in the slot machine 10, if the result of the role lottery is the same, the probability of determining a transition to the advantageous section is higher in the order of setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". Furthermore, the probability of a transition to the advantageous section being determined in the advantageous section transition lottery may be configured to differ depending on either the set value or the result of the role lottery. Also, if a transition to the advantageous section is not determined in the advantageous section transition lottery, the main CPU 41 terminates the advantageous section transition lottery process. On the other hand, if a transition to the advantageous section is determined in the advantageous section transition lottery, the main CPU 41 stores the advantageous transition permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to the advantageous performance state has been determined (hereinafter referred to as the advantageous permission command) in the output buffer and terminates the advantageous transition lottery process.

[0082] In the first advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If it is not the second normal state or the second advantageous state, the main CPU 41 terminates the first advantageous transition lottery process. On the other hand, if it is the second normal state or the second advantageous state, the main CPU 41 performs the first advantageous transition lottery based on the result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated within the main board 40 and, based on the obtained random number value, refers to a predetermined lottery table and performs a first advantageous transition lottery that can determine the transition to the first advantageous state. The probability of determining the transition to the first advantageous state in the first advantageous transition lottery differs depending on the set setting value and the result of the role lottery. For example, in slot machine 10, if the result of the role lottery is the same, the probability of transitioning to the first advantageous state is higher in the order of setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". Note that the probability of transitioning to the first advantageous state being determined in the first advantageous transition lottery may be configured to differ depending on either the set setting value or the result of the role lottery. Also, the probability of transitioning to the first advantageous state being determined in the first advantageous transition lottery differs when the machine is in the second normal state and when it is in the second advantageous state. Specifically, the probability of transitioning to the first advantageous state being determined in the first advantageous transition lottery when the machine is in the second advantageous state is higher than the probability of transitioning to the first advantageous state being determined in the first advantageous transition lottery when the machine is in the second normal state. If transitioning to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 terminates the first advantageous transition lottery process. On the other hand, if a transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores first advantageous allowance information in the main RWM 43 that identifies that a transition to the first advantageous state has been determined. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the first advantageous allowance command) that identifies that a transition to the first advantageous state has been determined in the output buffer and terminates the first advantageous transition lottery process.

[0083] In the second advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if it is the first advantageous state, the main CPU 41 determines whether second advantageous allowance information that can identify that a transition to the second advantageous state has been decided is stored in the main RWM 43. If second advantageous allowance information is stored, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if second advantageous allowance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main board 40 and, based on the obtained random number value, refers to a predetermined lottery table and performs a second advantageous transition lottery that can determine a transition to the second advantageous state. The probability that a transition to the second advantageous state is decided in the second advantageous transition lottery differs depending on the set setting value and the result of the role lottery. For example, in slot machine 10, if the result of the role lottery is the same, the probability of transitioning to the second advantageous state is higher in the order of setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". Note that the probability of transitioning to the second advantageous state being determined in the second advantageous transition lottery may be configured to differ depending on either the set setting value or the result of the role lottery. If transitioning to the second advantageous state is not determined in the second advantageous transition lottery, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if transitioning to the second advantageous state is determined in the second advantageous transition lottery, the main CPU 41 stores the second advantageous state permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that transitioning to the second advantageous state has been determined (hereinafter referred to as the second advantageous state permission command) in the output buffer and terminates the second advantageous transition lottery process.

[0084] In the ceiling determination process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state. If it is not the second normal state, the main CPU 41 terminates the ceiling determination process. On the other hand, if it is the second normal state, the main CPU 41 adds 1 to the normal execution count stored in the main RWM 43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled by the advantageous state. The main CPU 41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM 43. If the normal execution count has not reached the ceiling count, the main CPU 41 terminates the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU 41 stores the first advantageous allowance information in the main RWM 43. Furthermore, the main CPU 41 stores the first advantageous allowance command in the output buffer and terminates the ceiling determination process.

[0085] In the bonus lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the bonus lottery process. On the other hand, if it is the second advantageous state, the main CPU 41 performs a bonus lottery based on the results of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the obtained random number value, and performs a bonus lottery to decide whether to add a bonus or not, according to the obtained random number value. In this embodiment, if it is decided to add a bonus, the number of times to add a bonus (so-called bonus count) is also determined. Here, "bonus" corresponds to increasing the remaining number of games in which the second advantageous state can be maintained, that is, extending the period in which the second advantageous state is maintained. "Bonus count" corresponds to the number of times the remaining number of games in which the second advantageous state can be maintained is increased, that is, the number of times added to the remaining number of games in which the second advantageous state can be maintained. However, if the remaining number of stays stored in the main RWM43 exceeds the upper limit of the advantage stored in the main RWM43, the main CPU41 will not perform the bonus lottery in the bonus lottery process and will terminate the bonus lottery process. If it decides to add bonuses in the bonus lottery, the main CPU41 will add the decided number of bonuses to the remaining number of stays and update the remaining number of stays. Furthermore, the main CPU41 will store control information that can identify the number of bonuses (hereinafter referred to as the bonus count command) in the output buffer and terminate the bonus lottery process.

[0086] After completing the advantageous lottery process, the main CPU 41 performs the instruction information determination process (step S111). In the instruction information determination process, if the player is in an advantageous state and has won a winning number that allows for the winning of a bell role and a single-coin role in the role lottery, the main CPU 41 determines the instruction information corresponding to the operation sequence for winning the bell role. The main CPU 41 also stores control information that can identify the determined instruction information (hereinafter referred to as an instruction information command) in the output buffer, terminates the instruction information determination process, and returns to the game progress process. In this embodiment, the instruction information displayed in the payout display unit 37 includes instruction information corresponding to each operation sequence (press order) of the stop buttons. In the instruction information determination process, the main CPU 41 refers to the value of the game state flag to identify the current game state.

[0087] After completing the instruction information determination process, the main CPU 41 performs the instruction information display process (step S112). If instruction information is determined during the instruction information determination process, the main CPU 41 controls the payout display unit 37 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 37 so that the instruction information is displayed until the variable game ends. If no instruction information is determined during the instruction information determination process, the main CPU 41 terminates the instruction information display process and returns to the game progress process.

[0088] After completing the instruction information display process, the main CPU 41 determines whether the wait time has elapsed (step S113). If the wait time has not elapsed (step S113; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S113; YES), the main CPU 41 sets the wait time and proceeds to the process in step S114.

[0089] In step S114, the main CPU 41 controls the actuators of reels 16a to 16c so that the rotation of reels 16a to 16c begins. In the slot machine 10, the variable game begins when the rotation of reels 16a to 16c begins in step S114. Incidentally, in the slot machine 10, rotation control is performed in interrupt processing to accelerate and maintain the rotation of reels 16a to 16c. When the rotation speed of reels 16a to 16c reaches a constant speed, the rotation speed of reels 16a to 16c is maintained at that constant speed. In step S114, the main CPU 41 starts the rotation of all reels 16a to 16c simultaneously or almost simultaneously. For example, in step S114, the main CPU 41 may determine the order in which the rotation of reels 16a to 16c begins and start the rotation of reels 16a to 16c in the determined order. In this case, for example, the order in which the rotation of reels 16a to 16c is started may be configured to be determined from among several possible orders, or it may be a single predetermined order.

[0090] Next, the main CPU 41 determines whether the rotation speed of reels 16a to 16c has reached a constant speed (step S115). If the rotation speed of reels 16a to 16c has not reached a constant speed (step S115; NO), the main CPU 41 waits until the rotation speed of reels 16a to 16c reaches a constant speed. If the rotation speed of reels 16a to 16c has reached a constant speed (step S115; YES), the main CPU 41 determines whether a stop operation has been received from any of the stop buttons 21 to 23 (step S116). In step S116, the main CPU 41 makes a positive determination if it has received a detection signal from any of the stop buttons 21 to 23, and a negative determination if it has not received a detection signal from any of the stop buttons 21 to 23. If no stop operation has been received (step S116; NO), the main CPU 41 proceeds to the process in step S115. As a result, the main CPU 41 will wait until it receives a stop command when the rotation of reels 16a to 16c is at a constant speed.

[0091] On the other hand, if a stop operation is received (step S116; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S117). That is, the main CPU 41 controls the actuator in response to the stop operation and stops the symbols on the reel corresponding to the stop operation. More specifically, the main CPU 41 searches for symbols that can be stopped on the active line YL from among the symbols located within a predetermined pull-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation patterns (operation order and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the active line YL. By performing such reel stop control with respect to the stop operation of reels 16a to 16c, the main CPU 41 stops the combination of symbols on the active line YL according to the winning number and the operation patterns of the stop buttons. In step S117, when the main CPU 41 receives a detection signal from the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) that can identify the stop button that received the detection signal in the output buffer.

[0092] Next, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S118). If some of the reels 16a to 16c have not stopped (step S118; NO), the main CPU 41 proceeds to the process in step S115. On the other hand, if all of the reels 16a to 16c have stopped (step S118; YES), the main CPU 41 performs a display symbol determination process to determine the combination of symbols stopped on the active line YL (step S119). In the display symbol determination process, the main CPU 41 determines whether a combination of symbols (winning combination) that has been awarded a prize has stopped on the active line YL, and if so, the type of that combination. If a combination of symbols that has been awarded a prize has stopped, that is, if a winning combination has been awarded, the main CPU 41 stores control information that can identify the winning combination (hereinafter referred to as a winning command) in the output buffer. In step S119, if a combination of symbols that has been designated as a prize for a replay is stopped on the active line YL, the main CPU 41 sets the bet amount set in the current spinning game again and activates the replay. As a result, a replay is awarded as a prize.

[0093] Next, the main CPU 41 determines whether to dispense medals to the player (step S120). In step S120, the main CPU 41 makes a positive determination if a payout combination has been won, and a negative determination if a payout combination has not been won. If medals are to be dispensed (step S120; YES), the main CPU 41 executes the medal dispensing process (step S121). In the medal dispensing process, the main CPU 41 increases the credits stored in the main RWM 43 by the number of medals to be dispensed. At this time, if the credits exceed the upper limit, the main CPU 41 controls the hopper unit HU so that the number of medals exceeding the upper limit is dispensed. In the medal dispensing process, the main CPU 41 controls the dispensing display unit 37 so that the number of medals to be dispensed when a win occurs is displayed. Incidentally, if a combination of symbols for which no prize has been determined (for example, a losing combination) stops on the active line YL, no prize is awarded.

[0094] If no medals are dispensed (step S120; NO), and if the medal dispensing process is completed, the main CPU 41 performs an termination process to end one variable game (step S122). In the termination process, the main CPU 41 stores control information that can identify the end of the variable game (hereinafter referred to as the variable game termination command) in the output buffer. In this embodiment, the variable game termination command is control information that can identify whether or not a prize was won, and also the winning combination. In the termination process, the main CPU 41 performs a game state transition process and a performance state transition process.

[0095] First, let's explain the game state transition process. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 also refers to the game state flag to determine the current game state. Based on the result of the display symbol determination process (step S119), the main CPU 41 identifies the winning combination. If the main CPU 41 updates the value of the game state flag, it stores control information (hereinafter referred to as a game state specification command) that indicates the game state that can be determined from the updated value in the output buffer.

[0096] Specifically, during the game state transition process, the main CPU 41 sets a value that can identify the second normal state as the game state flag if the main RWM 43 has stored information allowing for an advantageous transition while the game is in the first normal state, that is, if a transition to the advantageous section has been decided. The main CPU 41 also determines the number of times to reach the ceiling and stores the determined number of times to reach the ceiling in the main RWM 43. For example, the main CPU 41 determines the number of times to reach the ceiling from among the numbers less than "1500 times", which corresponds to the upper limit of the number of times to stay, under the lottery probability according to the set value. Furthermore, the main CPU 41 erases the information allowing for an advantageous transition stored in the main RWM 43.

[0097] Furthermore, if the main CPU 41 is in the second normal state or second advantageous state and the first advantageous allowance information is stored in the main RWM 43, that is, if a transition to the first advantageous state is decided, the main CPU 41 sets a value that can identify the first advantageous state in the game state flag. The main CPU 41 also stores "30 times" as the remaining number of pseudo-bonus stays in the main RWM 43. In addition, the main CPU 41 erases the first advantageous allowance information stored in the main RWM 43.

[0098] Furthermore, when the main CPU 41 is in the first advantageous state, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0, that is, when the first advantageous state ends, if second advantageous state allowance information is stored, or if the remaining number of stays is 1 or more, the main CPU 41 sets a value that can identify the second advantageous state to the game state flag. Here, "when second advantageous state allowance information is stored" corresponds to when, after transitioning from the second normal state to the first advantageous state, it is determined by lottery that the transition to the second advantageous state will occur. Here, "when the remaining number of stays is 1 or more" corresponds to when transitioning from the second advantageous state to the first advantageous state. The main CPU 41 also adds "50" to the remaining number of stays stored in the main RWM 43 and updates the remaining number of stays. Therefore, when transitioning from the second advantageous state to the first advantageous state, and then the first advantageous state ends and transitioning back to the second advantageous state, "50" will be added. Furthermore, if second advantageous allowance information is stored, the main CPU 41 erases the second advantageous allowance information stored in the main RWM 43. On the other hand, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 while the player is in the first advantageous state, and if second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the main CPU 41 sets a value that can identify the first normal state to the game state flag. Thus, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 while the player is in the first advantageous state, the transition condition is met if second advantageous allowance information is stored or if the remaining number of stays is 1 or more. On the other hand, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 while the player is in the first advantageous state, and second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the transition condition is not met.

[0099] Furthermore, when the main CPU 41 is in the second advantageous state and the remaining number of stays stored in the main RWM 43 reaches 0, it sets a value that can identify the first normal state to the game state flag. In addition, when the main CPU 41 is in the second normal state or advantageous state and the advantage upper limit stored in the main RWM 43 reaches 0, that is, when the condition for ending the advantageous section is met, it sets a value that can identify the first normal state to the game state flag. Similarly, when the main CPU 41 is in the second normal state or advantageous state and the advantage section acquisition information stored in the main RWM 43 reaches 2400, that is, when the condition for ending the advantageous section is met, it sets a value that can identify the first normal state to the game state flag. Also, when the condition for ending the advantageous section is met, if any of the advantage transition allowance information, first advantage allowance information, and second advantage allowance information are stored in the main RWM 43, the main CPU 41 erases that information. In this way, in this embodiment, the main CPU 41 performs game state transition processing, thereby realizing the function of a game state control means that controls the game state.

[0100] Next, we will explain the process of transitioning between performance states. In the performance state transition process, the main CPU 41 updates the value of the performance state flag and transitions the performance state. The main CPU 41 refers to the performance state flag and identifies the current performance state. In the performance state transition process, if the game state flag has a value that can identify the first normal state or the second normal state, the main CPU 41 sets the performance state flag to a value that can identify the normal performance state. Also, if the game state flag has a value that can identify the first advantageous state, the main CPU 41 sets the performance state flag to a value that can identify the pseudo-bonus performance state. If the game state flag has a value that can identify the second advantageous state, the main CPU 41 sets the performance state flag to a value that can identify the advantageous performance state. In this way, in this embodiment, the main CPU 41 performs the performance state transition process, thereby realizing the function of a performance state control means that controls the performance state.

[0101] Furthermore, once the termination process is completed during the game progression process, the main CPU 41 terminates the game progression process related to the execution of one variable game and returns to the process of step S101. As described above, in the slot machine 10, the rotation of all reels begins when a start operation is performed, and the rotation of the reels stops when a stop operation is performed.

[0102] Next, we will explain the settlement process. The settlement process is one type of interrupt process. For example, during the period in which the game progression process is being performed, the period in which the settlement process interrupt is permitted is from the time the process in step S101 is performed until the result of the judgment in step S107 is positive.

[0103] In the settlement process, the main CPU 41 determines whether the settlement conditions have been met. The settlement conditions are met when the settlement button 19 is operated and the credits are 1 or more. In addition, the settlement conditions are also met even if the credits are 0, as long as the settlement button 19 is operated, the re-play function is not activated, and a multiplier is set. As described above, the settlement conditions include the operation of the settlement button 19. Incidentally, the main CPU 41 can determine that the settlement button 19 has been operated by inputting a detection signal from the settlement button 19.

[0104] If the settlement conditions are not met, the main CPU 41 terminates the settlement process. On the other hand, if the settlement conditions are met, the main CPU 41 executes settlement control related to the settlement of game tokens. For example, if the main CPU 41 determines that there is 1 or more credits that can be identified from the credit information, it controls the hopper unit HU to dispense (settle) the number of tokens stored as those credits, and executes settlement control. For example, if replay is not activated and the number of bets that can be identified from the bet information is 1 or more, the main CPU 41 controls the hopper unit HU to dispense the number of tokens set as that bet, and executes settlement control. However, if replay is activated, the main CPU 41 does not control the hopper unit HU to dispense the number of tokens set as the bet, but if there is 1 or more credits that can be identified from the credit information, it controls the hopper unit HU to dispense the number of tokens stored as those credits, and executes settlement control. Thus, when replay is activated, the number of tokens set as the bet is not settled. When the main CPU 41 starts settlement control, it stores control information that identifies the start of settlement control (hereinafter referred to as a settlement start command) in the output buffer. When settlement control is completed, the main CPU 41 terminates the settlement process after a predetermined waiting time has elapsed. When the main CPU 41 has completed settlement control, it stores control information that identifies the completion of settlement control (hereinafter referred to as a settlement end command) in the output buffer. In this embodiment, the main CPU 41 executes settlement control, thereby realizing the function of a settlement control means capable of executing settlement control related to the settlement of game media.

[0105] Next, the control of the illumination patterns of the input lamp 31, replay lamp 32, start lamp 33, and advantageous section lamp 34 will be explained. First, we will explain the control related to the light emission mode of the switchable lamp 31.

[0106] The main CPU 41 controls the system so that the insertable lamp 31 lights up when the credits have not reached the maximum limit and within the period between the processing of step S101 and the determination result of step S107 in the game progression process. However, if the credits have reached the maximum limit, the main CPU 41 controls the system so that the insertable lamp 31 turns off, even within the period between the processing of step S101 and the determination result of step S107 in the game progression process. The main CPU 41 controls the system so that the insertable lamp 31 turns off, regardless of the credits, when it is not within the period between the processing of step S101 and the determination result of step S107 in the game progression process. For example, if the insertable lamp 31 is lit and the determination result of step S107 is positive, the main CPU 41 controls the system so that the insertable lamp 31 turns off. Incidentally, when the re-play function is active and the insertable lamp 31 is lit, the main CPU 41 controls the insertable lamp 31 to turn off when executing settlement control related to the settlement of game media. Furthermore, when the re-play function is active and the insertable lamp 31 is lit and settlement control is executed, the main CPU 41 controls the insertable lamp 31 to turn on when it returns to the game progress processing. Similarly, when the re-play function is not active and the insertable lamp 31 is lit, the main CPU 41 controls the insertable lamp 31 to turn off when executing settlement control. Furthermore, when the re-play function is not active and the insertable lamp 31 is lit and settlement control is executed, the main CPU 41 controls the insertable lamp 31 to turn on when it returns to the game progress processing.

[0107] Next, the control of the light emission mode of the replay lamp 32 will be described. The main CPU 41 controls the replay lamp 32 to light up when the replay function is activated. The main CPU 41 also controls the replay lamp 32 to light up even when the replay function is activated and a variable game is being played that started while the replay function is activated. On the other hand, if the replay function does not result in a win in a variable game that started while the replay function is activated, the main CPU 41 controls the replay lamp 32 to turn off when the variable game ends. Furthermore, if the replay function does result in a win in a variable game that started while the replay function is activated, the main CPU 41 controls the replay lamp 32 to remain lit. If the replay function results in consecutive wins, the replay lamp 32 may be temporarily turned off and then turned back on to keep it lit. Furthermore, if the replay bonus is awarded consecutively, the replay lamp 32 may remain lit without temporarily turning off, thus ensuring that the replay lamp 32 continues to light up. Incidentally, when settlement control is performed while replay is active, the main CPU 41 controls the replay lamp 32 to remain lit. In other words, even when settlement control is performed, the main CPU 41 does not turn off the lit replay lamp 32.

[0108] Next, the control of the light emission mode of the start lamp 33 will be described. The main CPU 41 controls the start lamp 33 to light up when the set multiplier is equal to or greater than the minimum multiplier, and within the period from when step S101 is processed in the game progression process until the judgment result of step S107 is positive. The main CPU 41 controls the start lamp 33 to turn off when it is not within the period from when step S101 is processed in the game progression process until the judgment result of step S107 is positive. For example, when the start lamp 33 is lit, if the judgment result of step S107 is positive, the main CPU 41 controls the start lamp 33 to turn off. Incidentally, when replay is activated and the start lamp 33 is lit, the main CPU 41 controls the start lamp 33 to turn off when it executes settlement processing. Furthermore, when settlement control is executed when replay is activated and the start lamp 33 is lit, the main CPU 41 controls the start lamp 33 to light up when it returns to game progression processing. Similarly, when the re-play function is not active and the start lamp 33 is lit, the main CPU 41 controls the start lamp 33 to turn off when executing settlement control. If settlement control is executed when the re-play function is not active and the start lamp 33 is lit, the main CPU 41 controls the start lamp 33 to turn on when returning to the game progression process.

[0109] Next, the control of the illumination pattern of the advantageous section lamp 34 will be explained. The main CPU 41 controls the system so that the advantageous period lamp 34 lights up when the system is in an advantageous period. Conversely, the main CPU 41 controls the system so that the advantageous period lamp 34 turns off when the system is not in an advantageous period. When settlement control is performed while the system is in an advantageous period, the main CPU 41 controls the system so that the advantageous period lamp 34 remains lit.

[0110] Next, we will explain the processing performed by the secondary CPU 51. When a game state command is input, the sub-CPU 51 updates the game state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game state information to indicate a game state that can be identified from the game state command. Also, when a performance state command is input, the sub-CPU 51 updates the performance state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the performance state information to indicate a performance state that can be identified from the performance state command.

[0111] When a multiplier setting command is entered, the sub-CPU 51 controls the game to a performance state that can be determined from the performance state information. Incidentally, after a re-play win occurs, when a variable game start command is entered, the sub-CPU 51 controls the game to a performance state that can be determined from the performance state information. Specifically, if the type of performance state that can be determined from the performance state information changes, the sub-CPU 51 controls the game to the changed performance state. On the other hand, if the type of performance state that can be determined from the performance state information has not changed, the sub-CPU 51 continues to control the game to the currently controlled performance state.

[0112] When an instruction information command is input, the sub-CPU 51 performs a push-button navigation performance processing that executes a navigation performance that suggests or notifies the order in which to press the buttons. The sub-CPU 51 performs the push-button navigation performance processing based on the winning number that can be identified from the winning information command and the instruction information that can be identified from the instruction information command. In the push-button navigation performance processing, the sub-CPU 51 controls the performance display device 15 so that a navigation performance based on the instruction information that can be identified from the instruction information command is executed. For example, when executing a navigation performance that suggests or notifies the fourth button press order, the sub-CPU 51 may execute a navigation performance in which a navigation image containing "3", a navigation image containing "1", and a navigation image containing "2" are displayed from left to right in the area above the stop buttons 21 to 23 on the performance display device 15. The sub-CPU 51 controls the performance display device 15 so that the navigation performance is executed until the rotation of all reels 16a to 16c stops.

[0113] Incidentally, when the sub-CPU 51 is executing a navigation animation based on instruction information that can be identified from the instruction information command, if the stop button is operated in a different order than the order suggested or announced in the navigation animation, the sub-CPU 51 terminates the navigation animation and stops its execution. For this reason, in the slot machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, even if the stop button 22 is operated the first time, if the stop button 21 is operated the second time, the navigation animation will terminate. In addition, in the slot machine 10, even if the execution of the navigation animation on the animation display device 15 is stopped, the display of instruction information on the payout display unit 37 continues.

[0114] The sub-CPU 51 performs the bonus animation process when a bonus count command is entered. On the other hand, if no bonus count command is entered, the sub-CPU 51 does not perform the bonus animation process. In the bonus animation process, the sub-CPU 51 identifies the bonus count from the entered bonus count command and controls the animation display device 15 so that a bonus animation that notifies the bonus count is executed.

[0115] When a winning command is input, the sub-CPU 51 may execute a performance corresponding to the winning role that can be identified from the winning command. For example, if a winning command that identifies the bell role has been won is input, the sub-CPU 51 controls the decorative lamp 13 to light up yellow and controls the performance display device 15 to display an image resembling a bell. For example, if a winning command that identifies the re-play role has been won is input, the sub-CPU 51 controls the decorative lamp 13 to light up blue and controls the performance display device 15 to display an image that identifies the re-play role has been won. For example, if the system is configured to allow the variable game to be executed even if the bet is not 3 coins, the image that identifies the re-play role that has been won displayed on the performance display device 15 may differ depending on the bet.

[0116] Here, we will explain the process that takes place when the power supply to the slot machine 10 is stopped. In the slot machine 10, if the power supply falls below a predetermined value due to a power supply stop or other reasons, the main CPU 41 performs a main power off process.

[0117] During the main power-off process, the main CPU 41 stores information such as registers and the stack pointer as backup information in the main RWM 43, in addition to the various information stored in the main RWM 43. The backup information includes, for example, information that can identify the game state. Thus, the information that is stored in the main RWM 43 even after the power supply is stopped includes information that can identify the game state. The backup information includes, for example, the bet amount information. Thus, the information that is stored in the main RWM 43 even after the power supply is stopped includes the bet amount information. The backup information includes, for example, credit information. Thus, the information that is stored in the main RWM 43 even after the power supply is stopped includes credit information. In the slot machine 10, by storing the stack pointer, even if the power supply is stopped in the middle of processing, it is possible to resume processing from where it left off when the power supply is restored.

[0118] Next, during the main power-off process, if the main CPU 41 receives a detection signal from the MAXBET button 18b, it stores information (hereinafter referred to as special setting information) in the main RWM 43 that allows it to identify that the power supply was stopped while the MAXBET button 18b was being operated. However, during the main power-off process, if the main CPU 41 receives a detection signal from the MAXBET button 18b, it does not store the special setting information in the main RWM 43. The special setting information stored in the main RWM 43 is retained.

[0119] Furthermore, during the main power cut-off process, the main CPU 41 calculates the checksum of the main RWM 43. The main CPU 41 then stores the calculated checksum in the main RWM 43. The checksum stored in the main RWM 43 is retained. Subsequently, the main CPU 41 prohibits access to the main RWM 43. After that, the main CPU 41 performs a loop process. As a result, the main CPU 41 continues to perform the loop process until the power supply is cut off.

[0120] Next, we will explain the processes that occur when power supply is started. In the slot machine 10, when power supply is started, the main CPU 41 executes a main power restoration process. Similarly, in the slot machine 10, when power supply is started, the sub-CPU 51 executes a sub-power restoration process.

[0121] During the main power restoration process, the main CPU 41 sets the stack pointer. Subsequently, the main CPU 41 performs its initial setup. After that, the main CPU 41 performs various processes depending on whether the setting value switch 45 is operated when power supply is started, whether the clear button 46 is operated when power supply is started, and whether the MAXBET button 18b is operated when power supply is stopped. Note that whether the MAXBET button 18b is operated when power supply is stopped corresponds to whether special setting information is stored in the main RWM 43.

[0122] During the main power restoration process, if power supply is started while the setting value switch 45 is being operated, the main CPU 41 executes a setting change process. During the setting change process, the main CPU 41 changes the configurable setting value by one step each time a predetermined change operation means is operated. Here, the change operation means may be an operation means dedicated to setting changes, or it may be an operation means that is used in conjunction with other operation means, such as the start lever 20. When the operation of the setting value switch 45 is finished, the main CPU 41 sets the setting value that was selected at that time as the setting value. At this time, the main CPU 41 stores setting value information that can identify the selected setting value in the main RWM 43. As a result, the setting value is set in the slot machine 10. Furthermore, the main CPU 41 stores control information that can identify the set setting value (hereinafter referred to as a setting value command) in the output buffer.

[0123] Furthermore, after completing the configuration change process, the main CPU 41 executes the configuration change initialization process, which is one of the initialization processes that can be executed once power supply is started. In the configuration change initialization process, the main CPU 41 stores initial information in the main RWM 43 and initializes the contents of the main RWM 43. For example, in the configuration change initialization process, the main CPU 41 sets initial values ​​in the main RWM 43, such as the stack pointer. For example, in the configuration change initialization process, the main CPU 41 initializes the multiplier information. Specifically, the main CPU 41 initializes the multiplier information by updating it to a multiplier that can identify that the multiplier is "0," that is, that the multiplier is not set. For example, in the configuration change initialization process, the main CPU 41 initializes information that can identify whether it is time for a re-game. Specifically, the main CPU 41 initializes information that can identify whether it is time for a re-game by updating it to a state that it is not time for a re-game. Note that the configuration value information is not initialized in the configuration change initialization process. Therefore, newly set settings are not initialized during the settings change process. Credit information is not initialized during the settings change initialization process. Furthermore, when the settings change process and the settings change initialization process are completed, the main CPU 41 stores control information (hereinafter referred to as initialization command) that can identify that the settings change process has been performed in the output buffer. Thus, the settings change initialization process is one of the initialization processes that initializes at least some of the information.

[0124] During the main power restoration process, if the clear button 46 is pressed and power supply is started, the main CPU 41 executes the game token count initialization process, which is one of the initialization processes that can be executed in conjunction with the start of power supply. In the game token count initialization process, the main CPU 41 initializes the credit information. Specifically, the main CPU 41 initializes the credit information by updating the credit information to one that can identify that the number of tokens stored as credits is "0". Thus, the game token count initialization process is one of the initialization processes that initializes at least some of the information.

[0125] In this embodiment, the main CPU 41 performs an initialization process that initializes at least some of the information, thereby realizing the function of an initialization means capable of performing an initialization process that initializes at least some of the information. In the slot machine 10, the initialization processes that can be performed when power is supplied are a setting change initialization process and a game token count initialization process. Thus, in this embodiment, the initialization processes that can be performed when power is supplied are a setting change initialization process that corresponds to a multiplier initialization process that initializes the multiplier information related to the multiplier. Similarly, in this embodiment, the initialization processes that can be performed when power is supplied are a game token count initialization process that initializes the information on the number of game tokens possessed.

[0126] During the main power restoration process, the main CPU 41 calculates the checksum of the main RWM 43 if power supply is started while the setting value switch 45 is not operated. The main CPU 41 then determines whether the checksum is normal. Specifically, the main CPU 41 determines whether the checksum is normal by checking whether the checksum calculated during the main power restoration process is the same as the checksum calculated during the main power shutdown process. If the checksum is normal, the main CPU 41 executes the backup restoration process. On the other hand, if the checksum is not normal, the main CPU 41 performs a loop process. As a result, for example, until the power supply is stopped, the main CPU 41 will perform the loop process without completing the main power restoration process.

[0127] In the backup-recovery process, the main CPU 41 restores, for example, the stack pointer to the state it was in before the power supply was cut off. In the backup-recovery process, the main CPU 41 stores, for example, control information (hereinafter referred to as a recovery command) that identifies that the backup-recovery process has been performed in the output buffer. In the backup-recovery process, the main CPU 41 sets, for example, the interval timer for interrupt processing. In the backup-recovery process, the main CPU 41 restores, for example, the contents of the registers at the time the power supply was cut off. In the backup-recovery process, the main CPU 41 determines, for example, whether interrupt processing was permitted when the power supply was cut off, and if interrupt processing was permitted, it enables interrupt processing.

[0128] In addition, during the backup restoration process, when the main CPU 41 returns to the processing of steps S101 to S107 in the game progression process, it may restore the system to a state where the variable game can be executed without any setting operations. The state where the variable game can be executed without any setting operations can also be described as a state (situation) where the variable game can be executed without operating the BET button 18. Furthermore, the state where the variable game can be executed without any setting operations can also be described as a state (situation) where the variable game can be executed without setting the bet amount. As will be described in more detail later, the state where the variable game can be executed without any setting operations can also be described as a state where the variable game starts when the start lever 20 is operated, that is, a state where the variable game starts as a result of the start operation.

[0129] The main CPU 41 may restore the system to a state where it can run a variable game without performing any setting operations if special setting information is stored in the main RWM 43. In particular, when special setting information is stored, the main CPU 41 restores the system to a state where it can run a variable game without performing any setting operations if power is supplied when only the clear button 46 of the setting value switch 45 and clear button 46 is operated. That is, the main CPU 41 restores the system to a state where it can run a variable game without performing any setting operations if power is supplied when only the clear button 46 of the setting value switch 45 and clear button 46 is operated, AND special setting information is stored. The main CPU 41 restores the system to a state where it can run a variable game without performing any setting operations by storing special multiplier information in the main RWM 43. The special multiplier information corresponds to information that can identify that the system is in a state where it can run a variable game without performing any setting operations. Control after the system has been restored to a state where it can run a variable game without performing any setting operations will be explained later. When returning to a state where the variable game can be run without performing any configuration operations, the main CPU 41 stores control information that identifies the return to a state where the variable game can be run without performing any configuration operations (hereinafter referred to as the special multiplier start command) in the output buffer.

[0130] As described above, in the main power restoration process, the main CPU 41 executes various processes depending on whether the setting value switch 45 is operated when power supply is started, whether the clear button 46 is operated when power supply is started, and whether the MAXBET button 18b is operated when power supply is stopped, and then terminates the main power restoration process. Once the main power restoration process is terminated, the main CPU 41 returns to a state where it is possible to play games. In the slot machine 10, returning to a state where it is possible to play games leads to the execution of the game progression process.

[0131] Furthermore, in the slot machine 10, when the setting change initialization process is executed, the multiplier information is initialized. Therefore, in the slot machine 10, if the power supply is stopped while a multiplier is set, and then power is restarted while at least the setting value switch 45 (of the setting value switch 45 and the clear button 46) is being operated, the multiplier will not be set. In other words, in the slot machine 10, if the power supply is stopped while a multiplier is set, and then power is restarted while at least the setting value switch 45 (of the setting value switch 45 and the clear button 46) is not being operated, the multiplier will be set, and the machine will return to a state where the variable game can be started by operating the start lever 20. Therefore, for example, in the slot machine 10, if the power supply is stopped while a multiplier of at least the minimum multiplier is set, and then power is restarted while neither the setting value switch 45 nor the clear button 46 is being operated, the machine will return to a state where the variable game can be started by operating the start lever 20. For example, in slot machine 10, if the power supply is stopped when a bet amount equal to or greater than the minimum bet amount is set, and then power is resumed with only the clear button 46 of the setting value switch 45 and clear button 46 being operated, then operating the start lever 20 will return the machine to a state where a variable game can be started.

[0132] Furthermore, in the slot machine 10, when the setting change initialization process is executed, information that can identify whether the re-play function is active is also initialized. For this reason, in the slot machine 10, if the power supply is stopped while the re-play function is active, and then the power supply is restarted while at least the setting value switch 45 (of the setting value switch 45 and the clear button 46) is being operated, the re-play function will not be activated. In other words, in the slot machine 10, if the power supply is stopped while the re-play function is active, and then the power supply is restarted while at least the setting value switch 45 (of the setting value switch 45 and the clear button 46) is not being operated, the re-play function will be activated, and the machine will return to a state where the variable game can be started by operating the start lever 20. Therefore, for example, in the slot machine 10, if the power supply is stopped while the re-play function is active, and then the power supply is restarted while neither the setting value switch 45 nor the clear button 46 is being operated, the machine will return to a state where the variable game can be started by operating the start lever 20. In addition, for example, in slot machine 10, if the power supply is stopped while the re-play function is active, and then the power supply is restarted while only the clear button 46 of the setting value switch 45 and clear button 46 is being operated, then operating the start lever 20 will return the machine to a state where a variable game can be started.

[0133] Next, we will explain the process of restoring the auxiliary power supply. During the sub-power restoration process, the sub-CPU 51 sets the stack pointer. Subsequently, the sub-CPU 51 performs its initial setup. After that, the sub-CPU 51 waits until an initialization command or restoration command is entered. If an initialization command or restoration command is entered, the sub-CPU 51 performs the sub-initial setup process. After completing the sub-initial setup process, the sub-CPU 51 terminates the sub-power restoration process. During the sub-initial setup process, the sub-CPU 51 stores initial information in the sub-RWM 53 and initializes the contents of the sub-RWM 53. For example, the sub-CPU 51 sets initial values ​​in the sub-RWM 53, such as the stack pointer. If a setting value command is entered, the sub-CPU 51 identifies the setting value from the command and stores information that allows identification of the identified value (hereinafter referred to as sub-setting value information) in the sub-RWM 53.

[0134] In addition, the sub-CPU 51 may control the display device 15 so that when an initialization command is entered during the sub-power restoration process, an animation is performed that identifies that a setting change process has been carried out. Alternatively, the sub-CPU 51 may control the display device 15 so that when a restoration command is entered during the sub-power restoration process, an animation is performed that identifies that a backup restoration process has been carried out.

[0135] Here, we will explain the control process after returning to a state where the variable game can be run without performing any configuration operations. If the game returns to a state where it can run a variable game without any setting operations, that is, if special multiplier information is stored in the main RWM43, then in the game progression process, control will be executed that differs in some respects from the control content described above.

[0136] The following describes the control performed during game progression processing when special multiplier information is stored in the main RWM43. If special multiplier information is stored in the main RWM43, the main CPU41 performs the same control in steps S101 to S103 as when special multiplier information is not stored in the main RWM43. If special multiplier information is stored in the main RWM43, the main CPU41 affirms the result of the judgment in step S104 and proceeds to the process of step S106. As a result, if special multiplier information is stored in the main RWM43, the process of step S105 is not executed. Also, if special multiplier information is stored in the main RWM43, the main CPU41 affirms the result of the judgment in step S106. Furthermore, if special multiplier information is stored in the main RWM43, the main CPU41 performs the same control in step S107 as when special multiplier information is not stored in the main RWM43. As configured above, if special multiplier information is stored in the main RWM43, the variable game will start when the start lever 20 is operated, that is, the variable game will start as a result of the start operation.

[0137] Furthermore, if the judgment result in step S107 is positive and special multiplier information is stored in the main RWM43, the main CPU41 does not perform the processing in steps S108 to S112. Therefore, for example, if special multiplier information is stored in the main RWM43, the main CPU41 does not perform the first game count subtraction process, the second game count subtraction process, and the third game count subtraction process. For example, if special multiplier information is stored in the main RWM43, the main CPU41 does not perform the role lottery process, and therefore does not perform the role lottery. For example, if special multiplier information is stored in the main RWM43, the main CPU41 does not perform the advantageous section transition lottery process, the first advantageous transition lottery process, the second advantageous transition lottery process, the ceiling judgment process, and the bonus lottery process. For example, if special multiplier information is stored in the main RWM43, the main CPU41 does not perform the instruction information determination process and the instruction information display process.

[0138] Furthermore, if special multiplier information is stored in the main RWM43, the main CPU41 affirms the result of the determination in step S113. In this case, the main CPU41 sets a wait time, just as when special multiplier information is not stored in the main RWM43, and proceeds to the processing of step S114. If special multiplier information is stored in the main RWM43, the main CPU41 performs the same control in the processing of steps S114 to S116 as when special multiplier information is not stored in the main RWM43.

[0139] In step S117, if special multiplier information is stored in the main RWM 43, the main CPU 41 executes the reel stop process as it would be when special multiplier information is stored. For example, the main CPU 41 searches for symbols that can be stopped on the active line YL from among the symbols located within the pull-in range (e.g., 4 symbols) based on the operation patterns (operation order and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the active line YL. For example, at this time, the reel stop process is executed so that no symbol combination with a predetermined prize is displayed on the active line YL. Also, if special multiplier information is stored in the main RWM 43, in the process of step S118, the main CPU 41 performs the same control as when special multiplier information is not stored in the main RWM 43.

[0140] If the judgment result in step S118 is positive and special multiplier information is stored in the main RWM43, the main CPU41 does not perform the processing in step S119. Also, if special multiplier information is stored in the main RWM43, the judgment result in step S120 is negative, and the process proceeds to step S122. As a result, if special multiplier information is stored in the main RWM43, the processing in step S121 is not executed. If special multiplier information is stored in the main RWM43, in step S122, the main CPU41 does not perform the acquisition counting process, the game state transition process, or the performance state transition process. On the other hand, if special multiplier information is stored in the main RWM43, in step S122, the main CPU41 erases the special multiplier information stored in the main RWM43. This ends the state in which the variable game can be played without performing any setting operations. Furthermore, if the special multiplier information stored in the main RWM43 is erased, the main CPU41 stores control information (hereinafter referred to as the special multiplier termination command) that can identify that the special multiplier information has been erased in the output buffer. In this embodiment, a symbol variation game that is performed when the game progression process is executed while the special multiplier information is stored corresponds to a variation game that can be executed without performing any setting operations after power supply is started.

[0141] Incidentally, if the system returns to a state where a variable game can be executed without any setting operations, the main CPU 41 performs the same control as when no special multiplier information is stored in the main RWM 43, and controls the illumination patterns of the payout lamp 31, the replay lamp 32, and the advantageous section lamp 34. However, if the system returns to a state where a variable game can be executed without any setting operations, the main CPU 41 may perform different control than when no special multiplier information is stored in the main RWM 43, and control the illumination pattern of the start lamp 33. For example, if special multiplier information is stored, the main CPU 41 controls the start lamp 33 to light up during the period from when the processing of step S101 is performed until the judgment result of step S107 is positive, even if the multiplier is not equal to or greater than the minimum multiplier. The control of the illumination pattern of the start lamp 33 for other purposes is the same as when no special multiplier information is stored in the main RWM 43.

[0142] Next, we will explain the control performed by the sub-CPU 51 when the game returns to a state where it can be run without any configuration operations. When a special multiplier start command is entered, the sub-CPU 51 controls the performance display device 15 so that a game-ready notification performance is executed. In this way, the game-ready notification performance is executed on the performance display device 15. In this embodiment, the performance display device 15 that executes the game-ready notification performance functions as a notification means.

[0143] As shown in Figure 6(a), in the slot machine 10, a notification image H1 containing the text information "You can start the variable game by operating the start lever" is displayed on the performance display device 15, and a game-ready notification performance is executed. The text information "You can start the variable game by operating the start lever" can also be said to be text information indicating that the variable game can be played without performing any setting operations. In this embodiment, executing the game-ready notification performance corresponds to notifying that the variable game can be played without performing any setting operations. Therefore, the game-ready notification performance corresponds to a performance that notifies that the variable game can be played without performing any setting operations. Thus, in the slot machine 10, when the performance display device 15 becomes ready to play the variable game without performing any setting operations, it notifies that the variable game can be played without performing any setting operations. That is, the notification means notifies that the variable game can be played without performing any setting operations when the state becomes ready to play the variable game without performing any setting operations.

[0144] When the game-ready notification animation is running, if a variable game start command is entered, the main CPU 41 controls the animation display device 15 so that the execution of the game-ready notification animation is terminated. Also, when the game-ready notification animation is running, if a variable game start command is entered, the main CPU 41 controls the animation display device 15 so that the stop-prompt notification animation is executed. In this way, the stop-prompt notification animation is executed on the animation display device 15.

[0145] As shown in Figure 6(b), in the slot machine 10, a notification image H2 containing the text information "Please stop the reels by operating the stop button" is displayed on the performance display device 15, and a stop prompt notification performance is executed. The text information "Please stop the reels by operating the stop button" can also be said to be text information that prompts the operation of the stop button. In this embodiment, executing the stop prompt notification performance corresponds to prompting the stop operation. Therefore, the stop prompt notification performance corresponds to a performance that prompts the operation of stop buttons 21 to 23. Thus, in the slot machine 10, when the performance display device 15 becomes ready to run a variable game without any setting operations, the operation of stop buttons 21 to 23 is prompted when the variable game starts.

[0146] In the slot machine 10, the stop prompt notification effect is always executed, but there may be cases where the stop prompt notification effect is executed and cases where it is not executed. For example, when the machine becomes ready to run a variable game without any setting operations, the machine may be configured to execute the stop prompt notification effect only if the stop button is not operated within a predetermined time after the variable game has started. In this way, when the machine becomes ready to run a variable game without any setting operations, the machine may be configured to prompt the operation of the stop buttons 21 to 23 on the display device 15 only if a predetermined condition is met after the variable game has started.

[0147] Here, we will explain the behavior of the slot machine 10 depending on whether the MAXBET button 18b is operated when the power supply is stopped, whether the setting value switch 45 is operated when the power supply is resumed, and whether the clear button 46 is operated. This explanation assumes that the game progress process returns to steps S101 to S107 when the power supply is restored.

[0148] As shown in Figure 7, if power supply is restored while the setting value switch 45 is operated, the setting change initialization process is executed, and the multiplier information stored in the main RWM 43 is initialized. On the other hand, if power supply is restored while the setting value switch 45 is not operated, the multiplier information stored in the main RWM 43 is not initialized and is maintained. If power supply is restored while the clear button 46 is operated, the game medium count initialization process is executed, and the credit information stored in the main RWM 43 is initialized. On the other hand, if power supply is restored while the clear button 46 is not operated, the credit information stored in the main RWM 43 is not initialized and is maintained.

[0149] Thus, when power supply is started while both the setting value switch 45 and the clear button 46 are being operated, both the credit information and the multiplier information are initialized. That is, in this embodiment, when power supply is started while both the first operating means and the second operating means are being operated, both the number of game tokens held information and the multiplier information are initialized. Also, when power supply is started while only the setting value switch 45 of the setting value switch 45 and the clear button 46 are being operated, at least the multiplier information of the credit information and the multiplier information is initialized. That is, in this embodiment, when power supply is started while only the first operating means of the first operating means and the second operating means are being operated, at least the multiplier information of the number of game tokens held information and the multiplier information is initialized. Also, when power supply is started while only the clear button 46 of the setting value switch 45 and the clear button 46 are being operated, at least the credit information of the credit information and the multiplier information is initialized. In other words, in this embodiment, if power supply is started when only the second operating means among the first and second operating means is being operated, at least the information on the number of game media owned, out of the information on the number of game media owned and the information on the number of bets, is initialized.

[0150] If the power supply is stopped while the MAXBET button 18b is not being operated, the system will not return to a state where it can run a variable game without performing a setting operation, regardless of whether the setting value switch 45 is operated when the power supply is subsequently restarted. Similarly, if the power supply is stopped while the MAXBET button 18b is not being operated, the system will not return to a state where it can run a variable game without performing a setting operation, regardless of whether the clear button 46 is operated when the power supply is subsequently restarted. On the other hand, if the power supply is stopped while the MAXBET button 18b is being operated, the system may return to a state where it can run a variable game without performing a setting operation, depending on whether the setting value switch 45 and the clear button 46 are operated when the power supply is subsequently restarted. Thus, if the power supply is stopped while the MAXBET button 18b is being operated, it is possible to return to a state where it can run a variable game without performing a setting operation. Furthermore, in this embodiment, if the power supply is stopped while a specific operating means is being operated, a predetermined condition is met.

[0151] In the slot machine 10, if the power supply is stopped when the MAXBET button 18b is being operated, and then the power supply is restarted when only the clear button 46 of the setting value switch 45 and clear button 46 is being operated, the machine will return to a state where it can run a variable game without performing any setting operations. In other words, in the slot machine 10, if the power supply is restarted when only the clear button 46 of the setting value switch 45 and clear button 46 is being operated, the machine can return to a state where it can run a variable game without performing any setting operations. That is, in this embodiment, if the power supply is restarted when only the second operating means of the first and second operating means is being operated, the machine can return to a state where it can run a variable game without performing any setting operations.

[0152] Furthermore, in slot machine 10, even after power supply is stopped while the MAXBET button 18b is being operated, if power supply is restarted while both the setting value switch 45 and the clear button 46 are being operated, the machine will not return to a state where variable games can be played without performing a setting operation. In other words, in slot machine 10, if power supply is restarted while both the setting value switch 45 and the clear button 46 are being operated, the machine will not return to a state where variable games can be played without performing a setting operation. At this time, in slot machine 10, both the bet information and credit information are initialized, so the machine will return to a state where variable games cannot be played without performing a setting operation. The state where variable games cannot be played without performing a setting operation means that variable games cannot be played unless the bet is set by inserting coins into the coin slot 17. In other words, in slot machine 10, if power supply is restarted while both the setting value switch 45 and the clear button 46 are being operated, the machine will return to a state where variable games cannot be played without setting the bet. In other words, in this embodiment, if power supply is started while both the first operating means and the second operating means are being operated, the system returns to a state where the variable game cannot be executed unless a setting operation is performed.

[0153] Furthermore, in slot machine 10, even after the power supply is stopped while the MAXBET button 18b is being operated, if power is started while only the setting value switch 45 of the setting value switch 45 and the clear button 46 is being operated, it will not return to a state where variable games can be played without performing a setting operation. In other words, in slot machine 10, if power is started while only the setting value switch 45 of the setting value switch 45 and the clear button 46 is being operated, it will not return to a state where variable games can be played without performing a setting operation. At this time, in slot machine 10, the bet information is initialized, so it will return to a state where variable games cannot be played without performing a setting operation. The "state where variable games cannot be played without performing a setting operation" here includes the state where variable games cannot be played unless the bet is set by inserting coins into the coin slot 17. In other words, in slot machine 10, if power is started while only the setting value switch 45 of the setting value switch 45 and the clear button 46 is being operated, it will return to a state where variable games cannot be played without setting the bet. In other words, in this embodiment, if power supply is started when only the first operating means among the first and second operating means is being operated, the system returns to a state where the variable game cannot be executed unless a setting operation is performed.

[0154] As described above, in the slot machine 10, if the power supply is stopped while the MAXBET button 18b is being operated, and then the game token count initialization process is executed, the machine may return to a state where it can run a variable game without any setting operations. In other words, in this embodiment, if the game token count initialization process is executed when predetermined conditions are met, the machine may return to a state where it can run a variable game without any setting operations.

[0155] The effects of this embodiment will be described below. (1) When the predetermined conditions are met, if the game media number initialization process, which initializes the credit information, is executed, the game may become playable without any setting operations. By returning to a state where the game can be played without any setting operations, various checks, such as whether the game can be played, can be performed after the power supply is started, without having to set the multiplier. However, since the credit information is initialized when the game media number initialization process is executed, there is no benefit to the player. In other words, it is unlikely that the game would be put into a state where the game can be played without any setting operations as a result of the player intentionally starting the power supply.

[0156] In this way, administrators who wish to perform various checks, such as whether a variable game can be played, without setting a multiplier can put the system in a state where a variable game can be played without any configuration operations, while preventing players from intentionally putting the system in such a state. With this configuration, the system can be properly restored when power is supplied.

[0157] (2) When the display device 15 becomes ready to play the variable game without any setting operations, a game ready notification is performed to inform the user that the variable game can be played without any setting operations. This allows the user to become aware that the variable game can be played without any setting operations, even if they unintentionally become ready to play the variable game without any setting operations, and to take appropriate action to return to normal.

[0158] (3) If the power supply is cut off while the MAXBET button 18b is being operated, a predetermined condition is met. In other words, by operating the MAXBET button 18b in advance when the power supply is cut off, the system will be in a state where it can run a variable game without any setting operations when the power supply is restored. In this way, by operating the relevant MAXBET button 18b when the power supply is cut off, it becomes easier to perform the operation required to make the system in a state where it can run a variable game without any setting operations.

[0159] (4) If power is supplied while both the setting value switch 45 and the clear button 46 are being operated, the system will revert to a state where the variable game cannot be played without performing a setting operation. On the other hand, if power is supplied while only the clear button 46 of the setting value switch 45 is being operated, the system will revert to a state where the variable game can be played without performing a setting operation. In other words, when power is supplied, it is possible to choose whether to revert to a state where the variable game cannot be played without performing a setting operation or a state where the variable game can be played without performing a setting operation, and the system can revert appropriately depending on whether the setting value switch 45 is operated in addition to the clear button 46.

[0160] (5) If power is supplied while the clear button 46 is being operated, at least the credit information will be initialized. For this reason, there is no benefit to the player in that power is supplied when only the clear button 46 of the setting value switch 45 and the clear button 46 is being operated, and the system returns to a state where the variable game can be played without performing any setting operations. In other words, it is unlikely that a player would intentionally start power supply and return the system to a state where the variable game can be played without performing any setting operations, and for example, it becomes difficult for fraudulent acts to occur where power is supplied and the system returns to a state where the variable game can be played without performing any setting operations, for the purpose of obtaining unfair profits, and the system can be restored appropriately.

[0161] (6) The setting value switch 45 is configured to maintain the state in which it is operated even after the operation of the setting value switch 45 is terminated. For this reason, even if the clear button 46 is configured such that the state in which it is operated is not maintained and the clear button 46 becomes unoperated after the operation of the clear button 46 is terminated, the difficulty of operating both the setting value switch 45 and the clear button 46 can be reduced.

[0162] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. In some or all of the processes in steps S101 to S103, the control performed may differ depending on whether special multiplier information is stored in the main RWM43 or not. In the process of step S107, the control performed may differ depending on whether special multiplier information is stored or not. Even if special multiplier information is stored in the main RWM43, the main CPU41 may be configured to wait until the wait time elapses in the process of step S113. In some or all of the processes in steps S114 to S116, the control performed may differ depending on whether special multiplier information is stored or not.

[0163] If special multiplier information is stored in the main RWM43, the main CPU41 may be configured to reject the determination result of step S104 and execute step S105. The control performed in step S105 may be the same or different depending on whether special multiplier information is stored in the main RWM43 or not.

[0164] If special multiplier information is stored in the main RWM43, the main CPU41 may be configured to repeatedly execute the process in step S107 until the determination result in step S107 is positive.

[0165] Even if special multiplier information is stored in the main RWM43, the system may be configured to perform some or all of the processes in steps S108 to S112. For example, the main CPU41 may be configured to perform a role draw in step S109 even if special multiplier information is stored in the main RWM43. That is, the system may be configured to perform a role draw when the variable game is executed after returning to a state where a variable game can be executed without performing any setting operations.

[0166] In the process of step S117, even if special multiplier information is stored in the main RWM43, the control may be configured to be the same as when special multiplier information is not stored in the main RWM43. For example, even if special multiplier information is stored in the main RWM43, the system may be configured to perform a role lottery, and the main CPU41 may search for symbols that can be stopped on the active line YL from among the symbols located within a predetermined pull-in range, based on the lottery result of the role lottery and the operation of the stop buttons 21 to 23.

[0167] Even if special multiplier information is stored in the main RWM43, the system may be configured to perform the process in step S119. For example, even if special multiplier information is stored in the main RWM43, the system may be configured to perform the process in step S119. Similarly, even if special multiplier information is stored in the main RWM43, the system may be configured to perform the same control in step S120 as when special multiplier information is not stored in the main RWM43. Furthermore, even if special multiplier information is stored in the main RWM43, the system may be configured to perform the process in step S121. In the above configuration, for example, even if special multiplier information is stored in the main RWM43, the system may be configured to award a prize. That is, if a symbol combination for which a prize has been determined is derived in a variable game played after returning to a state where a variable game can be executed without performing a setting operation, the system may be configured to award a prize.

[0168] Even if special multiplier information is stored in the main RWM43, in step S122, the main CPU41 may be configured to perform some or all of the following processes: counting the number of acquired coins, transitioning to a game state, and transitioning to a performance state.

[0169] The system may be configured so that after the variable game becomes playable without any configuration operations, the special multiplier information is erased after multiple variable games have been played. In this case, after the variable game becomes playable without any configuration operations, multiple variable games can be played without any configuration operations.

[0170] Even during the period in which game progression processing is being performed, if special multiplier information is stored, the system may be configured to prohibit interrupts for settlement processing, even if the interrupt for settlement processing is permitted (for example, the period from when the processing in step S101 is performed until the judgment result in step S107 is positive). For example, if special multiplier information is stored, the system may be configured not to execute settlement control. Alternatively, even if special multiplier information is stored, the system may be configured to allow interrupts for settlement processing within the period in which game progression processing is being performed, as long as it is within the period in which interrupts for settlement processing are permitted. For example, even if special multiplier information is stored, the system may be configured to enable settlement control.

[0171] - When the MAXBET button 18b is being operated and the power supply is stopped, this corresponds to the MAXBET button 18b being operated in conjunction with the power supply being stopped. Similarly, when the setting value switch 45 is being operated and the power supply is started, this corresponds to the setting value switch 45 being operated in conjunction with the power supply being started. Likewise, when the clear button 46 is being operated and the power supply is started, this corresponds to the clear button 46 being operated in conjunction with the power supply being started.

[0172] - When predetermined conditions are met, the system may be configured so that when the game media count initialization process is executed, the system becomes capable of running a variable game without any setting operations. In addition, when predetermined conditions are met, the system may be configured so that the system becomes capable of running a variable game without any setting operations, regardless of whether the game media count initialization process has been executed. Furthermore, when predetermined conditions are met, the system may be configured so that when the setting change initialization process is executed, the system becomes capable of running a variable game without any setting operations. For example, when predetermined conditions are met, the system may be configured so that when the game media initialization process and the setting change initialization process are executed, the system becomes capable of running a variable game without any setting operations.

[0173] The game-ready notification effect may be configured to run from the moment the variable game becomes playable without any setting operations, until the variable game starts. For example, the game-ready notification effect may be configured to run from the moment the variable game becomes playable without any setting operations until the variable game ends. Alternatively, the game-ready notification effect may not be executed at all. For example, the game-ready notification effect may be configured to run even when the stop-prompt notification effect is being executed. The game-ready notification effect may be configured to run on some or all of the decorative lamps 13, speakers 14, and effect display devices 15. In this case, the effect device that executes the game-ready notification effect fulfills the function of a notification means.

[0174] The stop-prompt notification effect may be configured to be executed after the variable game becomes playable without any setting operations. The stop-prompt notification effect may be configured so that the content (execution mode) changes each time a reel stops. Furthermore, the stop-prompt notification effect may be configured to terminate when all reels have stopped. Also, the stop-prompt notification effect does not have to be executed. For example, the stop-prompt notification effect may be configured to be executable even when the game-ready notification effect is being executed. The stop-prompt notification effect may be configured to be executed on some or all of the decorative lamps 13, speakers 14 and effect display devices 15.

[0175] The predetermined condition is set to be met when the power supply is stopped while the MAXBET button 18b is being operated, but the predetermined condition may be set to be met in place of this, or in addition to this. For example, the predetermined condition may be set to be met when the power supply is stopped while the 1BET button 18a is being operated, or when the predetermined condition is met when the power supply is stopped while the start lever 20 is being operated. For example, even if the MAXBET button 18b is being operated, the predetermined condition may be set to be met only if the credits at that time are equal to or greater than the minimum bet. That is, the predetermined condition may be set to be met when the power supply is stopped while the MAXBET button 18b is being operated and the credits are equal to or greater than the minimum bet. For example, the predetermined condition may be set to be met when the power supply is stopped while the MAXBET button 18b is being operated and the credits are 1 or more. The predetermined condition may be set to be met when the power supply is stopped while the re-play function is active, for example. The predetermined condition may be set to be met when the power supply is stopped while the bet is 1 or greater, for example. Furthermore, the predetermined conditions do not necessarily have to be met by the circumstances under which the power supply is stopped. For example, the predetermined conditions may be configured to be met when the power supply is started while the MAXBET button 18b is being operated. For example, the predetermined conditions may be configured to be met when the power supply is started while an internal operating means of the machine is being operated. The internal operating means of the machine may be either one or both of the set value switch 45 and the clear button 46, or it may be an operating means different from both the set value switch 45 and the clear button 46.

[0176] Even if power supply is started when both the setting value switch 45 and the clear button 46 are operated, the system may be configured to return to a state where the variable game can be played without performing any setting operations. Conversely, if power supply is started when only the clear button 46 of the setting value switch 45 and the clear button 46 are operated, the system may be configured to return to a state where the variable game cannot be played without performing any setting operations. Also, if power supply is started when only the setting value switch 45 of the setting value switch 45 and the clear button 46 are operated, the system may be configured to return to a state where the variable game can be played without performing any setting operations.

[0177] If power is supplied while the clear button 46 is being operated, some or all of the information stored in the main RWM 43, excluding the credit information, may be initialized. If power is supplied while the setting value switch 45 is being operated, some or all of the information stored in the main RWM 43, excluding the multiplier information, may be initialized. For example, if power is supplied while both the setting value switch 45 and the clear button 46 are being operated, the system may be configured so that only one of the multiplier information or the credit information is initialized.

[0178] The setting value switch 45 may be configured such that, after operating the setting value switch 45 and bringing it into an operated state, releasing the hand and ending the operation of the setting value switch 45 does not maintain the operated state of the setting value switch 45, but rather returns to an unoperated state.

[0179] The clear button 46 may be configured such that even after the clear button 46 is operated and the operation of the clear button 46 is terminated by releasing the hand, the clear button 46 remains in the operated state.

[0180] The above embodiment may be applied to a slot machine in which a bonus game is triggered (granted) when a combination of symbols corresponding to a bonus role (bonus stop combination) is derived in the variable game. Furthermore, the period during which the bonus game is occurring may be configured to be included in the advantageous period. Incidentally, in a slot machine in which a bonus game can be triggered, the state in which the winning of a bonus role is permitted is also called the "carry-over state" or "internal state".

[0181] The storage means for storing credit information (main RWM 43 in the above embodiment) and the storage means for storing multiplier information (main RWM 43 in the above embodiment) may be different. For example, if the storage means for storing credit information is the first storage means and the storage means for storing multiplier information is the second storage means, the following configuration may be used. When power supply is started while the setting value switch 45 is operated, the system may be configured so that at least a portion of the information stored in either the first or second storage means is initialized. On the other hand, when power supply is started while the clear button 46 is operated, the system may be configured so that at least a portion of the information stored in either the first or second storage means is initialized. For example, when power supply is started while the setting value switch 45 is operated, at least a portion of the information stored in the first storage means is initialized, while when power supply is started while the clear button 46 is operated, at least a portion of the information stored in the second storage means is initialized. For example, the first storage means and the second storage means may be provided on the same substrate or on different substrates.

[0182] The slot machine 10 may be a gaming machine that uses a gaming medium other than medals. For example, it may be embodied as a gaming machine that uses game balls (pachinko balls) as the gaming medium. In addition, the gaming medium may be managed by data (information). That is, the slot machine 10 may be a so-called managed gaming machine. In other words, the slot machine 10 may be a medalless gaming machine. In a medalless gaming machine, instead of credits, or in addition to credits, the number of medals held, including medals borrowed from the sand unit SU, may be configured to be stored as data (information). The number of medals held is also called the number of balls or medals held. In a medalless gaming machine, information that can identify the number of medals held corresponds to information on the number of gaming media held. Furthermore, in a medalless gaming machine, the means for managing data (information) related to the number of balls held (e.g., storage means) and the means for managing information on the number of bets (e.g., storage means) may be the same or different. For example, in addition to the main board 40 on which a main RWM 43 for storing the bet amount information is provided, there may be a separate board (e.g., a medal count control board) on which an RWM for storing data (information) related to the number of balls held is provided. For example, the control means for handling the bet amount information (e.g., the main control CPU) and the control means for handling data (information) related to the number of balls held (e.g., a medal count control CPU) may be the same or different. Furthermore, in a medalless gaming machine, the settlement control of this embodiment may be applied to the control for paying out (transferring) the balls held to the sand unit SU. Furthermore, the settlement control of this embodiment may be applied to the control for returning the number of medals set as the bet amount back to the number of balls held, which is stored as data. In a medalless gaming machine, medals can be said to be a virtual medium. The virtual medium corresponds to the value of the game.

[0183] • The machine may be configured to allow credits to be increased even while a variable game is in progress. For example, if a variable game is in progress and the number of credits has not reached the maximum limit, the machine may be configured to allow the player to increase their credits by 1 by inserting a medal into the medal slot 17. In a medalless gaming machine, for example, the machine may be configured to allow the player to add medals borrowed from the sand unit SU to the number of balls stored as data, even while a variable game is in progress.

[0184] The minimum multiplier can be 1 or greater; for example, it could be 3. The gaming machine may not have some or all of the following: the insertable lamp 31, the replay lamp 32, the start lamp 33, the advantageous section lamp 34, the multiplier display unit 35, the credit display unit 36, and the payout display unit 37. For example, the gaming machine may not have the insertable lamp 31. In addition, for example, the gaming machine may not have the credit display unit 36. Furthermore, the various light-emitting parts (lamps and displays) of the information panel 30 do not need to be provided on the same component (the information panel 30 in the above embodiment), and for example, some or all of the light-emitting parts may be provided on a different component from the other light-emitting parts.

[0185] The slot machine 10 may be embodied in a slot machine equipped with only one of the 1BET button 18a and the MAXBET button 18b. • There may be only one type of setting value. Even if there are multiple types of setting values, the system may be configured so that the same role lottery table is used for some of these settings. Furthermore, it is not necessary to configure the system so that the setting values ​​can be changed.

[0186] The functions of the main board 40 in the above embodiment may be divided among multiple boards. The main CPU 41 may consist of multiple CPUs mounted on a single board. For example, the functions of the main board 40 in the above embodiment may be divided among different boards. For example, the control means that executes the process of initializing credit information (main CPU 41 in the above embodiment) and the control means that executes the process of initializing multiplier information (main CPU 41 in the above embodiment) may be divided among different control means. In this case, the control means that executes the process of initializing credit information and the control means that executes the process of initializing multiplier information may be provided on different boards. Also, for example, the functions of the main board 40 in the above embodiment may be divided into a main board and a medal count control board. For example, the functions of the main CPU 41 in the above embodiment may be divided into a main control CPU and a medal count control CPU. The functions of the main ROM 42 in the above embodiment may be divided into a main control ROM and a medal count control ROM. For example, the functions of the main RWM 43 in the above embodiment may be divided into a main control RWM and a medal count control RWM. In addition, the setting value switch 45 and the clear button 46 may be provided on different circuit boards. For example, if the storage means for storing credit information and the storage means for storing multiplier information are to be different, each storage means may be provided on a different circuit board. In such a configuration, for example, the setting value switch 45 may be provided on the circuit board on which the storage means for storing multiplier information is provided, while the clear button 46 may be provided on the circuit board on which the storage means for storing credit information is provided.

[0187] The functions of the sub-board 50 in the above embodiment may be implemented by dividing them among multiple boards. For example, a display board specializing in controlling the performance display device 15, a sound board specializing in controlling the speaker 14, and a lamp board specializing in controlling the decorative lamp 13 may be provided, and a control board that comprehensively controls these boards may be provided as well. In addition, the sub-CPU 51 may consist of multiple CPUs mounted on a single board.

[0188] The slot machine 10 may be implemented as a pachinko game machine. In a pachinko game machine, a jackpot game generally occurs after winning a jackpot lottery. In a pachinko game machine, the game balls correspond to the game value. In a pachinko game machine, for example, when a ball release button is operated to dispense game balls stored in a storage tray (so-called upper tray or lower tray) that stores game balls, the stored game balls may be electrically dispensed and settled. Alternatively, the pachinko game machine may be capable of storing the number of game balls as data and executing a variable game by consuming the game balls stored as data by firing them. That is, the above embodiment may be implemented as a pachinko game machine in which no physical game medium is dispensed (so-called managed game machine). The game balls stored as data can also be called a virtual medium. The virtual medium corresponds to the game value. In a pachinko game machine as a managed game machine, the settlement control in this embodiment may be applied to the control that returns the game balls, which are held by the player, to the sand unit SU. Similar to the slot machine 10, the pachinko game machine may be configured to allow setting values ​​to be set. The pachinko game machine may also be configured so that a jackpot lottery is held according to the set setting value. For example, the probability of winning the jackpot lottery may be made different depending on the setting value.

[0189] Next, the technical concepts that can be understood from the above embodiments and alternative examples are added below. (A-1) A gaming machine equipped with storage means capable of storing various types of information, and capable of executing a variable game after a setting operation for consuming gaming media has been performed, wherein the machine is equipped with initialization means capable of executing an initialization process for initializing at least some of the information, and the initialization process, which can be executed when power supply is started, includes a gaming media count initialization process that initializes the information on the number of gaming media possessed, and when the gaming media count initialization process is executed under predetermined conditions, the machine may be able to execute a variable game without performing a setting operation.

[0190] (A-2) A gaming machine according to the technical concept of (A-1), which is equipped with a notification means, wherein when the machine becomes in a state where it can run a variable game without performing a setting operation, the notification means notifies that it can run a variable game without performing a setting operation.

[0191] (A-3) A gaming machine according to the technical concept (A-1) or technical concept (A-2), which is equipped with a specific operating means, and is configured so that the upper limit of the number of multipliers that can be set can be set by a setting operation of the specific operating means, and the predetermined condition is met when the power supply is stopped while the specific operating means is being operated.

[0192] (B-1) A gaming machine capable of executing a variable game after a setting operation for consuming a gaming medium is performed, comprising a power switch and an operating means different from the power switch, wherein the operating means comprises a first operating means and a second operating means, and when power supply is started while both the first operating means and the second operating means are being operated, the machine returns to a state in which a variable game cannot be executed without performing a setting operation, while when power supply is started while only the second operating means of the first and second operating means is being operated, the machine returns to a state in which a variable game can be executed without performing a setting operation.

[0193] (B-2) A gaming machine according to the technical concept of (B-1), comprising a storage means capable of storing various types of information, the information including information relating to the number of gaming media possessed and information relating to the number of bets, wherein when power supply is started while both the first operating means and the second operating means are being operated, both the information relating to the number of gaming media possessed and the information relating to the number of bets are initialized, while when power supply is started while only the second operating means of the first and second operating means is being operated, at least the information relating to the number of gaming media possessed is initialized.

[0194] (B-3) The first operating means is configured such that, after being operated and the first operating means is in an operated state, the state in which the first operating means is operated is maintained even after the operation of the first operating means is terminated, whereas the second operating means is configured such that, after being operated and the second operating means is in an operated state, the state in which the second operating means is operated is not maintained, and the second operating means becomes unoperated, as described in technical concept (B-1) or technical concept (B-2). [Explanation of Symbols]

[0195] 10…Slot machine 13…Decorative lamp 14…Speaker 15…Performance display device 16a~16c…Reels 17…Coin slot 18…BET button 18a…1BET button 18b…MAXBET button 19…Settlement button 20…Start lever 21~23…Stop button 30…Information panel 31…Input available lamp 32…Replay lamp 33…Start lamp 34…Advantageous section lamp 35…Bet number display unit 36…Credit display unit 37…Payout display unit 40…Main board 41…Main CPU 42…Main ROM 43…Main RWM 45…Setting value switch 46…Clear button 50…Sub-board 51…Sub-CPU 52…Sub-ROM 53…Sub-RWM 60…Power supply unit 61…Power switch 62…Backup power supply HU…Hopper unit SE1~SE3…Reel sensor

Claims

[Claim 1] In a gaming machine equipped with a storage means capable of storing various types of information, and capable of executing a variable game after setting operations for consuming a gaming medium, A game progress control means capable of executing game progress processing, The system comprises an initialization means capable of performing an initialization process to initialize at least some of the information, The aforementioned game progression process includes predetermined processing related to transitioning to a favorable state, The initialization process that can be executed upon the commencement of power supply includes a first initialization process that initializes the information regarding the number of game tokens possessed, and a second initialization process that initializes the multiplier information. After the predetermined conditions are met and the first and second initialization processes are executed, the variable game cannot be played unless the setting operation is performed. After the predetermined conditions are met, if only the first initialization process among the first and second initialization processes is executed, a specific situation may arise where the variable game can be played without performing the setting operation. A gaming machine characterized in that, when a variable game is executed in the aforementioned specific circumstances, the predetermined process is not executed in the game progression process.

Citation Information

Patent Citations

  • Slot machine

    JP2015024239A

  • Slot machine

    JP2020151345A

  • Game machine

    JP2022118339A

  • JPP7037232B