Gaming machines

The gaming machine enhances performance by using a first counting means and determination means to manage game values and transition operation modes, improving operational efficiency and player engagement.

JP7855257B2Active Publication Date: 2026-05-08DAITO GIKEN CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAITO GIKEN CO LTD
Filing Date
2024-12-12
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing game tables, such as slot machines, lack improvements in performance and operational efficiency.

Method used

A gaming machine equipped with a first counting means and a determination means that transitions between operation modes based on specific conditions, updating the difference in game values used and granted, and determining termination conditions based on these changes to enhance performance.

Benefits of technology

Improves the performance of gaming machines by optimizing game value management and enhancing player engagement through strategic operation mode transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of improving performance.SOLUTION: A game machine is shifted to a second section on the basis of the fact that a shift condition is established in a first section, is shifted to the first section on the basis of the fact that determination means determines that a termination condition is established in the second section, and can update an acquisition difference number by using a result obtained by subtracting a game value number used in a game from a game value number imparted as a result of the game in the second section. Also, the determination means determines that the termination condition is established when a change amount from an initial value of the acquisition difference number reaches a first value so as to be able to update the acquisition difference number within a prescribed range. The prescribed range includes a first range to which a total value of the initial value and the first value belongs, and a second range different from the first range, with the initial value as a boundary. The first range is narrower than the second range, and a value obtained by subtracting a double value of the first value from the initial value is larger than 0.SELECTED DRAWING: Figure 169
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Description

Technical Field

[0001] The present invention relates to a game table represented by a pachinko machine, a spinning reel game machine (slot machine), an enclosed game machine, or a medal-less slot machine.

Background Art

[0002] Conventionally, as one type of game table, for example, a slot machine is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In this type of game table, improvement in its performance is desired.

[0005] An object of the present invention is to provide a game table capable of improving performance.

Means for Solving the Problems

[0006] The gaming machine according to the present invention is a gaming machine comprising a first counting means and a determination means, having a first section in which a favorable operation mode of the stop switch is notified and a second section in which a favorable operation mode of the stop switch can be notified, transitioning to the second section based on the fulfillment of a transition condition in the first section, and transitioning to the first section based on the determination means determining that a termination condition has been fulfilled in the second section, the first counting means being capable of updating the acquired difference in the second section using the result of subtracting the number of game values ​​used in the game from the number of game values ​​granted as a result of the game, and the determination means determining the change in the acquired difference from the initial value to the first value The means for determining that the termination condition has been met when the value of the first counting means reaches a certain point, the first counting means being a means capable of updating the acquired difference within a predetermined range, the predetermined range being divided into a first range to which the sum of the initial value and the first value belongs, and a second range different from the first range, the first range being narrower than the second range, and the termination condition may be met when the change in the acquired difference from the initial value has not reached the first value, the termination condition is more likely to be met when the count value of the first counting means is in the first range than when the count value of the first counting means is in the second range. Furthermore, it is possible to perform a certain effect that is more likely to occur in the second range than in the first range. This is a gaming machine characterized by the following features. [Effects of the Invention]

[0007] According to the gaming machine of the present invention, performance can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a perspective view of slot machine 100 from the front (player side). [Figure 2] This figure shows an example of the winning line. [Figure 3] This is a circuit block diagram of the control unit. [Figure 4]This diagram shows the arrangement of the patterns on each reel in a two-dimensional view. [Figure 5] This diagram shows the types of winning combinations (including activated combinations), the corresponding symbol combinations for each winning combination, and the payout for each winning combination. [Figure 6] This is a diagram showing the transitions between the game states (RT) of slot machine 100. [Figure 7] This diagram shows the transitions in the game state during the advantageous and non-advantageous periods of slot machine 100. [Figure 8] This is a flowchart showing the main processing flow of the main control unit. [Figure 9] This is a flowchart showing the flow of the main control unit timer interrupt processing. [Figure 10] (a) is a flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 11] (a) is a flowchart of the main processing performed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 12] This diagram shows a time-series example of a notification when the first operation instruction notification is issued during a certain game. [Figure 13] This diagram shows a time-series example of a notification when a second operation instruction notification is issued during a certain game. [Figure 14] (a) A front view of slot machine 100 with the power OFF and the setting key switched from OFF to ON. (b) A front view showing an example of the first notification being performed in the first state. (c) A front view showing an example of the second notification being performed in the second state. [Figure 15] (a) This diagram shows a time-series example of setting change operation 1. (b) This diagram shows a time-series example of setting change operation 2. [Figure 16] (a) Diagram showing Example 3 of the setting change operation in time series. (b) Diagram showing Example 4 of the setting change operation in time series. [Figure 17] External perspective view of the slot machine 100 seen from the front side (player side). [Figure 18] Diagram showing an example of a line. [Figure 19] Diagram showing the internal configuration of the slot machine 100. [Figure 20] Perspective view showing the configuration of the reel unit 700. [Figure 21] (a) Perspective view showing the structure of the backlight module 740, (b) Front view of the backlight module 740. [Figure 22] Diagram showing the first selection switch 190 etc. shown in FIG. 19. [Figure 23] Diagram showing an example of the selection of set values using the first selection switch 190 and the second selection switch 194. [Figure 24] Diagram showing the circuit block diagram of the control unit. [Figure 25] Diagram showing an example of the connection of each substrate and each unit. [Figure 26] Diagram showing the state of opening the front door 102 of the slot machine 100 in the power-off state and manually rotating the left reel 110. [Figure 27] (a) Perspective view of the hopper unit 180 shown in FIG. 19 seen obliquely from above, (b) Diagram showing the state of manually rotating the hopper disk 182. [Figure 28] Diagram showing an example in which a relay substrate is provided between the main control substrate 300B shown in FIG. 25 and the hopper unit 180 and the reel unit 700 also shown in FIG. 25. [Figure 29] (a) Diagram showing the internal configuration of the slot machine of the second embodiment, (b) Side view schematically showing the visual field range of a standing person H1, (c) Side view schematically showing the visual field range of a sitting person H2. [Figure 30]This is a plan view showing the internal structure of the slot machine according to the second embodiment. [Figure 31] Figure 25 shows a modified example of the connection between each circuit board and each unit. [Figure 32] This diagram shows a specific example of a protection circuit installed between the reel motor drive IC322i and the 24V power supply line. [Figure 33] This is a perspective view of slot machine 100 from the front (player side). [Figure 34] This is a diagram showing an example of a line. [Figure 35] This is a diagram showing the internal configuration of slot machine 100. [Figure 36] This is a diagram illustrating the medal selector 170. [Figure 37] (a) is a table showing the display order of the setting values ​​shown on the setting value indicator 293, (b) is a table summarizing the differences in performance for each setting value, and (c) to (f) are diagrams showing examples of setting-related notifications (setting suggestion notifications, setting confirmation notifications). [Figure 38] This is a circuit block diagram of the control unit. [Figure 39] This is a flowchart showing the main processing flow of the main control unit. [Figure 40] This is a flowchart showing the flow of the main control unit timer interrupt processing. [Figure 41] Figure 39 is a flowchart showing the flow of the initial setup process (step S101) of the main control unit. [Figure 42] Figure 41 is a flowchart showing the flow of the setting change process (step S1013). [Figure 43] (a) is a flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 44](a) is a flowchart of the main processing performed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 45] This table summarizes the procedure for changing the setting to setting b and the status of the related components. [Figure 46] This figure schematically shows the constituent elements at each stage from (a) to (c) in Figure 45. [Figure 47] (a) is a table summarizing the state of the relevant components when the front door 102 is opened and closed repeatedly with the setting value set to setting b, and (b) is a table summarizing the state of the relevant components when the settlement operation is performed immediately after the third stop with the setting value set to setting b. [Figure 48] This diagram schematically shows the components at each stage of Figure 47. [Figure 49] (a) is a table summarizing the state of the relevant components when the setting is checked with the default setting value, setting 1, and (b) is a table summarizing the state of the relevant components when the setting is checked in power saving mode with the setting set to 1. [Figure 50] This diagram schematically shows the components at each stage of Figure 49. [Figure 51] (a) is a table summarizing the state of the relevant components when checking the settings while the setting is set to b, and (b) is a table summarizing the state of the relevant components when checking the settings in power saving mode while the setting is set to b. [Figure 52] This diagram schematically shows the components at each stage of Figure 51. [Figure 53](a) is a diagram illustrating the transitions in the game state of the slot machine in this modified example, (b) is a diagram illustrating some of the roles that are subject to the role lottery in RT1 and the high and low probabilities of winning them, and (c) is a diagram illustrating some of the roles that are subject to the role lottery in RT2 and the high and low probabilities of winning them. [Figure 54] This figure shows an example of the payout rates for RT1 and RT2. [Figure 55] This table summarizes the state of the relevant components when the first audio signal is output upon closing the front door 102 after a setting change. [Figure 56] This table summarizes the state of the relevant components when the reel is rotated after a setting change and before the front door 102 is closed, and the first sound is output when the front door 102 is closed while the reel is rotating. [Figure 57] This table summarizes the state of the relevant components when the reel is rotated after a setting change, before the front door 102 is closed, a power outage and subsequent restoration of power occurs during the rotation of the reel, and the front door 102 is closed while the reel is rotating after power restoration. [Figure 58] This table summarizes the state of the relevant components when the front door 102 is closed after a setting change, and the inserted medals are settled and dispensed while the front door 102 is closed. [Figure 59] This table summarizes the state of the relevant components when, after a setting change, before closing the front door 102, a power outage occurs during the settlement and dispensing of inserted medals, and the front door 102 is closed during the dispensing process after power is restored. [Figure 60] This table summarizes the state of the relevant components when the front door 102 is closed during the setting confirmation process after a setting change. [Figure 61] This table summarizes the state of the relevant components when the front door 102 is closed after the game transitions to the second game state following a setting change. [Figure 62] This table summarizes the state of the relevant components when the setting key switch 281 is turned ON while the front door 102 is in a pseudo-closed state after a setting check has been performed once, and the inserted medals are settled. [Figure 63] This table summarizes the state of the relevant components when the setting key switch 281 is turned ON while the front door 102 is in a pseudo-closed state after a setting check has been performed once, and the game has been played once. [Figure 64] This table summarizes the state of the relevant components when the setting value is displayed on the setting value indicator 293 even when the setting key switch 281 is in the off state. [Figure 65] This table summarizes the state of the relevant components when, after a setting check has been performed once, a medal is inserted while the front door 102 is in a pseudo-closed state, the setting key switch 281 is turned ON, and the inserted medal is settled. [Figure 66] This table summarizes the state of the relevant components when, after a setting check has been performed once, a medal is inserted with the front door 102 in a pseudo-closed state, the setting key switch 281 is turned ON, and then the game is played. [Figure 67] This is a rear view of a pachinko machine to which the present invention can be applied, as seen from the back. [Figure 68] This is an external perspective view of slot machine 100 and rental machine 700, seen from the front (player side). [Figure 69] This is a circuit block diagram of the control unit. [Figure 70] This diagram shows examples of how each circuit board and each unit are connected. [Figure 71] This figure shows an example in which a relay board is provided between the main control board 300B shown in Figure 70 and the reel unit 109 also shown in Figure 70. [Figure 72] Figure 68 is a diagram illustrating the configuration of a gaming system including a slot machine 100 and a dispensing machine 700. [Figure 73] This table summarizes information about the status, performance, and installation of gaming machines. [Figure 74] This diagram shows the communication sequence when a game control status command is sent from the game control unit 302 to the medal count control unit 350. [Figure 75] This diagram shows the details of the communication between the medal count control unit 350 and the dispensing machine 700. [Figure 76] (a) is a diagram showing details of hall control fraud monitoring information, and (b) is a list of error codes. [Figure 77] This is a table showing the game control status commands. [Figure 78] This is a table showing the medal count control status commands. [Figure 79] This diagram shows the communication sequence when a game control priority command is sent from the game control unit 302 to the medal count control unit 350. [Figure 80] (a) is a diagram showing the details of the game control priority command, and (b) is a diagram showing the details of the response command sent back from the medal count control unit 350 to the game control unit 302. [Figure 81] This diagram shows the communication sequence when a game control priority command 2 is sent from the game control unit 302 to the medal count control unit 350. [Figure 82] This flowchart shows the main processing flow of the game control unit. [Figure 83] Figure 82 is a flowchart of the medal insertion and start lever acceptance process (step S102). [Figure 84] Figure 83 is a flowchart of the process during medal insertion (step S1011). [Figure 85] This is a flowchart of the settlement button process (step S1102) in Figure 84. [Figure 86] Figures 84, 85, and 89 show flowcharts of the process for transmitting change information to the medal count control unit (steps S1111, S1205, and S1605). [Figure 87] Figure 86 is a flowchart of the triple command transmission process (step S1307). [Figure 88] Figures 83 and 87 show flowcharts of the priority command transmission process to the medal count control unit (steps S1014, S1403, S1406, and S1409). [Figure 89]Figure 82 is a flowchart of the medal awarding process (step S109). [Figure 90] This is the flowchart showing the flow of the timer interrupt processing in the game control unit. [Figure 91] Figure 90 shows a flowchart of the wire break detection process, which is one of the error monitoring processes (step S203). [Figure 92] Figure 90 is a flowchart of the medal count control command reception process (step S206). [Figure 93] Figure 90 is a flowchart of the game control command transmission process (step S207). [Figure 94] This flowchart shows the main processing flow of the medal count control unit. [Figure 95] Figure 94 is a flowchart of the RAM abnormality detection process (step S302). [Figure 96] This table shows the scope of the RAM clearing process. [Figure 97] This is a flowchart of the error request setting process (step S3022) shown in Figure 95, etc. [Figure 98] Figure 94 is a flowchart of the preparation process (step S303). [Figure 99] Figure 94 is a flowchart of the gaming machine information notification transmission process (step S304). [Figure 100] Figure 99 is a flowchart of the process for acquiring the type of gaming machine information (step S3305). [Figure 101] Figure 94 is a flowchart of the count notification transmission process (step S305). [Figure 102] Figure 94 is a flowchart of the loan notification receipt confirmation process (step S306). [Figure 103] Figure 94 is a flowchart of the loan receipt result response transmission process (step S308). [Figure 104] This flowchart shows the flow of the medal count control timer interrupt processing. [Figure 105]Figure 104 is a flowchart of the loan notification reception process (step S404). [Figure 106] Figure 105 is a flowchart of the loan count determination process (step S4004). [Figure 107] Figure 104 is a flowchart of the process for updating the planned number of items to be counted (step S405). [Figure 108] Figure 104 is a flowchart of the game control unit command reception process (step S406). [Figure 109] Figure 108 is a flowchart of the game control state command reception process (step S4304). [Figure 110] Figure 108 shows the flowchart (first half) of the game control priority command reception process (step S4305). [Figure 111] Figure 108 shows the flowchart (second half) of the game control priority command reception process (step S4305). [Figure 112] Figure 111 is a flowchart of the command input reception process (step S4517). [Figure 113] Figure 111 is a flowchart of the settlement command reception process (step S4519). [Figure 114] Figure 111 shows the flowchart for the start lever acceptance command reception process (step S4521). [Figure 115] Figures 114 and 116 show flowcharts of the game information setting process (steps S4806 and S4A19). [Figure 116] Figure 111 is a flowchart of the disbursement command reception process (step S4523). [Figure 117] Figure 116 is a flowchart of the process for checking for game token overflow (step S4A11). [Figure 118] Figure 111 is a flowchart of the error occurrence command reception process (step S4524). [Figure 119]Figure 104 is a flowchart of the error monitoring process (step S407). [Figure 120] Figure 104 is a flowchart of the process for sending a medal count control command to the game control unit (step S408). [Figure 121] Figure 104 is a flowchart of the display processing (step S409) of the display unit. [Figure 122] This flowchart shows a modified example of the medal insertion process shown in Figure 84. [Figure 123] Figure 87 is a flowchart showing a modified example of the triple command transmission process. [Figure 124] Figure 112 is a flowchart showing a modified example of the command reception process. [Figure 125] Figure 107 is a flowchart showing a modified version of the process for updating the planned number of items to be counted. [Figure 126] Figure 107 is a flowchart showing a modified version of the process for updating the planned number of items to be counted. [Figure 127] (a) is a flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400, and (d) is a flowchart of the command processing (step S307) in (a). [Figure 128] (a) is a flowchart of the main processing performed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 129] This figure shows a first example in which the counting button 171 is operated. [Figure 130] This is a timing chart showing the first example of the presentation used when counting is taking place. [Figure 131]This timing chart shows an example where a bet was placed before operating the counting button 171, and the number of bets was not zero. [Figure 132] This is a timing chart showing an example of a counting completion animation. [Figure 133] This is a timing chart showing an example of what happens when the settlement button 134 is operated. [Figure 134] This figure shows an example where the number of items counted increases as the operating time of the counting button 171 increases. [Figure 135] (a) is a timing chart showing an example of a continuation of the example shown in Figure 134(c), and (b) is a timing chart showing an example of what happens when a power outage occurs while the number of sheets to be counted is set to 30, and then power is restored, in the example shown in Figure 134(c). [Figure 136] This timing chart shows an example of using the planned count update process shown in Figure 126. [Figure 137] (a) is a timing chart showing an example where automatic counting ends when the value of "number of game tokens" stored in RAM358 reaches a certain value, and (b) is a timing chart showing an example where a power outage occurs during automatic counting and then power is restored. [Figure 138] This figure shows an example of a display indicating that automatic counting is in progress. [Figure 139] This figure shows an example of an audio output indicating that automatic counting is in progress. [Figure 140] This timing chart shows an example of what happens when a power outage occurs between the start of operation of the counting button 171 and before the 0.5-second judgment time for a long press operation has elapsed. [Figure 141] This is a timing chart showing a modified example of the one shown in Figure 140. [Figure 142] This timing chart shows other variations of the example shown in Figure 140. [Figure 143] (a) is a diagram showing an example of change display (subtraction) in the game token count display device 170, and (b) is a diagram showing an example of change display (addition) in the game token count display device 170. [Figure 144] This figure shows examples of other changes displayed in the game token count display device 170. [Figure 145] This diagram shows an example where, in addition to the game token count display device 170, the presentation image display device 157 also displays the "number of game tokens" stored in the RAM 358. [Figure 146] This figure shows a modified example of the example shown in Figure 145. [Figure 147] This figure shows a completely different example from the one shown in Figure 145. [Figure 148] (a) is a timing chart showing what happens when a payout attempts to be made exceeding the payout threshold, and (b) is a diagram showing another example of an error notification exceeding the upper limit. [Figure 149] (a) is a timing chart showing what happens when a payout is about to occur after exceeding the second payout threshold, and (b) is a diagram showing another example of an approaching upper limit notification. [Figure 150] This figure shows an example of what happens when a notification prompting counting coincides with an urgent error notification. [Figure 151] (a) is a diagram showing an example where the notification prompting counting continues even after switching to the demonstration display, and (b) is a diagram showing an example of the notification after the counting button 171 is operated during the demonstration. [Figure 152] (a) is a diagram showing an example of notification when the "number of game tokens" exceeds a certain predetermined number, such as the payout threshold or the second payout threshold, and then falls below that predetermined number. (b) is a diagram showing an example of notification prompting counting when the "number of game tokens" exceeds the second payout threshold over multiple games. [Figure 153] (a) is a diagram showing an example of a notification prompting the player to count each time the number of "game tokens" increases by a predetermined number, (b) is a diagram showing an example of when the counting button 171 is operated in a favorable state for the player, and (c) is a diagram showing an example of when the counting button 171 is operated in a disadvantageous state for the player. [Figure 154](a) is a diagram showing a modified version of the example shown in Figure 153(b), (b) is a diagram showing an example where the counting that was forcibly terminated has been restarted, and (c) is an example of the modified version described using (a) and (b) when the player is in an unfavorable state (for example, the normal state). [Figure 155] This timing chart shows an example where the VL signal from the rental unit 700 is turned off. [Figure 156] This diagram shows a second modified example in which the operation differs depending on whether the "number of game tokens" is below a certain threshold. [Figure 157] This timing chart shows another example where the VL signal from the rental unit 700 is turned off. [Figure 158] This diagram shows the change in the number of game tokens when the counting button 171 is pressed and held. [Figure 159] This diagram shows an example of a game animation that is performed depending on the number of tokens used. [Figure 160] This figure shows an example of the effects that are performed depending on the number of medals acquired in AT mode. [Figure 161] This figure shows an example of how the game behaves when the number of game tokens overflows. [Figure 162] This figure shows an example of the operation when a medal count control wire break error (error code E0) occurs. [Figure 163] This diagram shows an example of the operation when a game token limit exceeding error and a token count control wire break error (error code E0) occur simultaneously. [Figure 164] This figure shows an example of the operation when a disconnection error occurs in the medal count control unit. [Figure 165] This figure shows an example of how the system works when a permission period is set for outputting counting sounds during counting processing. [Figure 166] This figure shows the state of the slot machine 100 during the operation shown in Figure 165(a). [Figure 167] This figure shows the state of the slot machine 100 during the operation shown in Figure 165(b). [Figure 168](a) This figure shows an example of the update conditions for the difference in the number of tokens counter (first counting means) and the virtual difference in the number of tokens counter (second counting means). (b) This figure shows an example of the difference in the number of tokens counter (first counting means) and the virtual difference in the number of tokens counter (second counting means), and various processes that refer to these counting means. [Figure 169] This diagram shows a time-series example of counting using a net difference counter (first counting means) and a virtual net difference counter (second counting means). [Figure 170] This graph shows an example of the trend in the number of tokens won or lost during a certain gaming period. [Figure 171] Figure 171 shows an example of various gameplay effects during a certain period of gameplay. [Figure 172] Figure 171 shows an example of various gameplay effects during a certain period of gameplay. [Figure 173] This graph shows an example of the trend in the number of tokens won or lost during a certain gaming period. [Figure 174] Figure 173 shows an example of various gameplay effects during a certain period of gameplay. [Figure 175] Figure 173 shows an example of various gameplay effects during a certain period of gameplay. [Figure 176] (a) A diagram showing an example of advance notification of the complete function. (b) A diagram showing an example of notification of reaching the complete limit. (c) A diagram showing an example of advance notification of reaching the upper limit of the game value display. (d) A diagram showing an example of notification of reaching the upper limit of the game value display. [Figure 177] This graph shows an example of the trend in the number of tokens won or lost during a certain gaming period. [Figure 178] Figure 177 shows an example of various effects and notifications during a certain game period. [Figure 179] Figure 177 shows an example of various effects and notifications during a certain game period. [Figure 180] Figure 177 shows an example of various effects and notifications during a certain game period. [Figure 181]Figure 177 shows variations of various effects and notifications during a certain game period. [Figure 182] Figure 177 shows variations of various effects and notifications during a certain game period. [Figure 183] This is a terminal layout diagram showing the arrangement of input and output terminals of the main control chip 302. [Figure 184] This is a terminal diagram illustrating the functions of the input and output terminals of the main control chip 302. [Figure 185] This is a block diagram showing the connection relationships between the main control chip 302 and peripheral devices. [Figure 186] This diagram shows an example of memory-mapped I / O located in the external chip select area of ​​the game control program code. [Figure 187] (a) This figure shows an example of memory-mapped I / O located in the external chip select area of ​​the game value control program code. (b) This figure shows an example of memory-mapped I / O located in the external chip select area of ​​the non-game program code. [Figure 188] (a) This diagram shows the relationship between LED commons 2-0 and LED data A-H corresponding to the setting value indicator, stored coin count indicator, indicator, and status indicator. (b) This diagram shows the relationship between medal count indicator LED commons 5-1 and medal count indicator LED data A-H corresponding to the medal count indicator. (c) This diagram shows the relationship between 7SEG LED commons 3-0 and 7SEG LED data A-H corresponding to the role ratio monitor. [Figure 189] (a) A diagram showing the memory area of ​​the main control chip 302 (Example 1). (b) A diagram showing the memory area of ​​the main control chip 302 (Example 2). [Figure 190] (a) A diagram showing the memory area of ​​the control chip 302 (Example 3). (b) A diagram showing the memory area of ​​the main control chip 302 (Example 4). [Figure 191] This diagram shows the call relationships between the game control program, the medal count control program, and the non-game programs. [Figure 192]This figure shows an example of the RWM (Real-Time Window) area for a game control program, a medal count control program, and a non-game program. [Figure 193] This flowchart shows the main processing flow of the game control unit. [Figure 194] (a) This flowchart shows the flow of the complete RWM clearing process. (b) This flowchart shows the flow of the RWM clearing process for fraud prevention. (c) This flowchart shows the flow of the RWM clearing process for testing. (d) This flowchart shows the flow of the RWM clearing process for medal count control. [Figure 195] (a) This flowchart shows the flow of the timer interrupt processing for the game control unit. (b) This flowchart shows the flow of the processing for preventing fraud. (c) This flowchart shows the flow of the processing for testing. (d) This flowchart shows the flow of the processing for controlling the number of medals. [Modes for carrying out the invention]

[0009] The following describes a slot machine that embodies an embodiment of the gaming machine of the present invention.

[0010] The slot machine of this embodiment, described below, is a gaming machine that proceeds through a series of games in which a predetermined amount of game value (medals, electronic medals, etc.) is inserted, and multiple reels, each decorated with multiple types of symbols, start to rotate when a predetermined rotation start instruction operation is received, and the success or failure of internal winnings of multiple types of roles is determined by lottery based on the reception of the rotation start instruction operation, and each of the multiple reels stops rotating individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the role based on the result of the lottery and the combination of symbols when the multiple reels stop match predetermined payout conditions, the game value is paid out and the game ends, and if it does not match, the game value is not paid out and the game ends.

[0011] <Basic configuration> First, the basic configuration of the slot machine 100 will be explained using Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front (player side). Figure 2 is a diagram showing an example of a winning line.

[0012] The slot machine 100 shown in Figure 1 is an example of a gaming machine according to the present invention, and comprises a main body 101 and a front door (door) 102 attached to the front side of the main body 101 and which can be opened and closed relative to the main body 101.

[0013] In this example, the front door 102, which is locked in the closed state, can be opened by inserting a key held by the manager of the amusement parlor into the door keyhole 140. Therefore, the manager can unlock the front door 102 (change it from the closed state to the open state), but no one other than the manager (for example, a player) can unlock the front door 102.

[0014] An optical sensor (detection means; hereinafter also referred to as the "opening / closing sensor"; not shown in the figure) consisting of a light-emitting unit and a light-receiving unit is provided on the right side of the main body 101, and a light-shielding piece of a certain length provided on the front door 102 is configured to pass between the light-emitting unit and the light-receiving unit of this opening / closing sensor.

[0015] The main control unit 300 monitors the status of various sensors 318, including this opening / closing sensor, in the main control timer interrupt processing described later. When the front door 102 is closed and the light-shielding piece of the front door 102 moves to a position that blocks the light from the light-emitting part of the opening / closing sensor of the main unit 101, the opening / closing sensor outputs a signal (for example, a low-level signal) to the main control unit 300 indicating that it has detected a closed state.

[0016] On the other hand, when the front door 102 is in an open state and the light-shielding piece of the front door 102 moves to a position where it does not block the light from the light-emitting part of the opening / closing sensor of the main unit 101, the opening / closing sensor outputs a signal (for example, a high-level signal) to the main control unit 300 indicating that it has detected an open state.

[0017] In other words, the opening / closing sensor is a detection means capable of detecting the open / closed state of the front door (door) 102. When the front door 102 is in a closed state, the detection state becomes a closed detection state, and when the front door 102 is in an open state, the detection state becomes an open detection state.

[0018] Furthermore, the "detection means" according to the present invention is not limited to optical sensors, but may be, for example, magnetic sensors, proximity switches, microswitches, Hall elements, etc. Also, it is not limited to a system where the open detection state and the closed detection state always switch when the door is opened or closed, but may be capable of the detection state becoming the closed detection state even when the door is open, or conversely, capable of the detection state becoming the open detection state even when the door is closed.

[0019] In this example, the opening / closing sensor is configured such that, when a predetermined operation is performed, the detection state becomes a closed detection state even when the front door 102 is in an open state. Specifically, when the front door 102 is in an open state, a light-shielding piece of a certain length is inserted between the light-emitting and light-receiving parts of the opening / closing sensor of the main unit 101 and fixed with tape or the like, thereby blocking the light from the light-emitting part of the opening / closing sensor of the main unit 101. This makes it possible to forcibly change the detection state of the opening / closing sensor to a closed detection state (hereinafter, this state may be referred to as "pseudo-closed door") even when the front door 102 is in an open state.

[0020] It should be noted that the "predetermined operation" according to the present invention is not limited to this example. For example, a DIP switch may be provided to set the opening / closing sensor to a closed detection state, and the predetermined operation may be the operation of this DIP switch. Also, if the detection means is configured as a magnetic sensor, the detection state of the opening / closing sensor may be set to a closed detection state by bringing a magnet close to it.

[0021] Inside the central part of the main body 101 (not shown), there are three reels (left reel 110, middle reel 111, right reel 112) with multiple types of patterns arranged on their outer surfaces, configured to rotate inside the slot machine 100. These reels 110-112 are driven to rotate by a drive device such as a stepping motor.

[0022] In this embodiment, each pattern is printed at equal intervals in appropriate numbers on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to constitute each reel 110 to 112. From the player's perspective, approximately three patterns are displayed vertically from the display window 113 on the reels 110 to 112, so that a total of nine patterns are visible. To explain in detail using Figure 2, the pattern displayed on the upper part of the left reel 110 (position 1 in the figure) is the left reel upper pattern, the pattern displayed on the middle part of the left reel 110 (position 2 in the figure) is the left reel middle pattern, the pattern displayed on the lower part of the left reel 110 (position 3 in the figure) is the left reel lower pattern, the pattern displayed on the upper part of the middle reel 111 (position 4 in the figure) is the middle reel upper pattern, the pattern displayed on the middle part of the left reel 111 (position 5 in the figure) is the middle reel middle pattern, and so on. The symbol displayed in the lower position (position 6 in the diagram) is called the lower middle reel symbol, the symbol displayed in the upper position (position 7 in the diagram) of the right reel 112 is called the upper right reel symbol, the symbol displayed in the middle position (position 8 in the diagram) of the right reel 112 is called the middle right reel symbol, and the symbol displayed in the lower position (position 9 in the diagram) of the right reel is called the lower right reel symbol. Each of the symbols on reels 110-112 is displayed vertically in groups of three, for a total of nine symbols, through the display window 113. By rotating each of the reels 110-112, the combination of symbols visible to the player changes. In other words, each of the reels 110-112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and their installation positions are not limited to this.

[0023] Each of the reels 110-112 has a backlight positioned behind it to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlights be shielded for each symbol so that each symbol is illuminated evenly. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting part and a light-receiving part is provided near each of the reels 110-112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting and light-receiving parts of this optical sensor. Based on the detection results of this optical sensor, the rotational position of the symbols on the reels is determined, and the reels 110-112 are stopped so that the target symbol is displayed on the winning line.

[0024] The winning line indicator lamp 120 is a lamp that indicates an active winning line. A winning line is a line on which it is determined whether or not a combination of symbols corresponding to a winning combination, as explained later in Figure 5, is displayed. In this embodiment, only one line is provided, the middle winning line L1, which consists of the middle symbols on the left reel, the middle symbols on the middle reel, and the middle symbols on the right reel. Figure 2 shows this winning line L1. The active winning lines (hereinafter sometimes simply referred to as "active lines") are predetermined by the number of tokens bet as the game medium. The slot machine 100 shown in Figure 1 requires 3 tokens, and when the number of tokens inserted is less than 3, none of the winning lines are active. When 3 tokens are bet, winning line L1 becomes active. When a winning line becomes active, the game can be started by operating the start lever 135. Note that the number of winning lines is not limited to one line. For example, in addition to the middle winning line L1, a total of three lines may be set as valid winning lines: a diagonal winning line consisting of the upper symbol on the left reel, the middle symbol on the middle reel, and the lower symbol on the right reel; and an upward winning line consisting of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel. Alternatively, a number of winning lines corresponding to the number of bets may be set as valid winning lines. The area on winning line L1 (the area consisting of numbers 2, 5, and 8 in Figure 2) may be referred to as the valid line area S1. Furthermore, the area of ​​the symbol display window 113 other than the valid line area S1 (the area consisting of numbers 1, 3, 4, 6, 7, and 9 in Figure 2) may be referred to as the invalid line area S2.

[0025] The notification lamp 123 is a lamp that informs the player that, for example, they have internally won a specific winning combination (specifically, Special Combination 1, Special Combination 2) in the internal lottery described later, or that they are in a Special Combination internal winning state or a Special Game state described later. The coin insertion ready lamp 124 is a lamp that informs the player that they can insert coins. The replay lamp 122 is a lamp that informs the player that they can replay the current game (no coin insertion is required) if they won a replay combination (details described later), which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for visual effects.

[0026] The bet buttons 130 and 132 are buttons for inserting a predetermined number of tokens (called credits) electronically stored in the slot machine 100. In this embodiment, one token is inserted each time the bet button 130 is pressed, and three tokens are inserted when the bet button 132 is pressed (up to a maximum of three tokens). Hereinafter, the bet button 132 will also be called the MAX bet button. The game token insertion lamp 129 lights up a number of lamps corresponding to the number of tokens inserted, and when the predetermined number of tokens has been inserted, the game start lamp 121 lights up to indicate that the game can be started.

[0027] The Chance Button 190 is a button used for special effects, and is also called the Special Effect Button 190. The Coin Slot 141 is where the player inserts coins to start playing. In other words, coins can be inserted electronically using the Bet Buttons 130 and 132, or by actually inserting coins into the Coin Slot 141 (insertion operation). Insertion includes both methods.

[0028] The stored tokens indicator 125 is a display for showing the number of tokens electronically stored in the slot machine 100. The game information indicator 126 is a display for showing various internal information (for example, the number of tokens dispensed during a special game state) numerically. The payout tokens indicator 127 is a display for showing the number of tokens dispensed to the player as a result of winning a prize. In the following, the expression "dispensed to the player" may be used interchangeably with "given to the player". In this embodiment, the stored tokens indicator 125, the game information indicator 126, and the payout tokens indicator 127 are all composed of 7-segment (SEG) displays.

[0029] The start lever 135 is a lever-type switch used to initiate the rotation of reels 110-112. In other words, by inserting the desired number of tokens into the token slot 141, or by operating the bet buttons 130 and 132, and then operating the start lever 135, reels 110-112 will begin to rotate. The operation of the start lever 135 is called the game start operation.

[0030] The stop button unit 136 is equipped with stop buttons (stopping means) 137-139, consisting of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137-139 are button-type switches for individually stopping the reels 110-112 that have started rotating by operating the start lever 135, and each button is associated with a specific reel. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations on the stop buttons 137-139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next stop operation being the second stop operation, and the last stop operation being the third stop operation. The reels that are stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the sequence in which the stop buttons 137-139 are pressed to stop all of the rotating reels 110-112 is called the operation sequence or pressing order. Moreover, the operation sequence in which the first stop operation is the left reel 110 is called the "forward pressing operation sequence" or simply "forward pressing," and the operation sequence in which the first stop operation is the right reel 112 is called the "reverse pressing operation sequence" or simply "reverse pressing." In addition, a light-emitting element may be provided inside each of the stop buttons 137-139, and if the stop buttons 137-139 are operational, the light-emitting element can be illuminated to inform the player.

[0031] The medal return button 133 is a button to be pressed to remove medals if they become jammed. The settlement button 134 is a button to settle the medals electronically stored in the slot machine 100 and the medals that have been bet, and to dispense them from the medal payout opening 155. The door keyhole 140 is a hole for inserting a key to unlock the front door 102 of the slot machine 100.

[0032] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and for attaching various certification labels. Below the title panel 162 are a medal payout opening 155 and a medal tray 161.

[0033] The sound hole 145 is a hole for outputting sound from speaker 277 (see Figure 3), which is located at the bottom inside the slot machine 100, to the outside. The side lamps 144, located on the left and right sides of the front door 102, are decorative lamps to enhance the gaming experience. A performance device 160 is installed at the top of the front door 102, and a sound hole 143 is provided at the top of the performance device 160 for outputting sound from speaker 272 (see Figure 3), which is located at the top inside the slot machine 100, to the outside. This display device 160 is equipped with a shutter (shielding device) 163 consisting of two horizontally opening and closing shutters, a right shutter 163a and a left shutter 163b, and a display image display device 157 (liquid crystal display device) located behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the display image display device 157, the display screen of the display image display device 157 appears on the front (player side, front side) of the slot machine 100.

[0034] Furthermore, the display device does not have to be a liquid crystal display; any display device capable of displaying various visual effects and game information is acceptable. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular in shape and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Additionally, decorative elements (not shown) may be placed around the periphery of the display screen, so that a portion of the periphery is hidden by the decorative elements, resulting in the display screen appearing to have an irregular shape. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.

[0035] Furthermore, the main unit 101 is equipped with a setting key (first operating means) that can be switched on and off by rotation. This setting key is an operating means for initiating setting changes and setting confirmations for the setting values ​​(settings 1 to 6 in this example), which will be described later. The main unit 101 is also equipped with a reset switch (hereinafter also referred to as "reset SW") that can be pressed to perform setting changes (setting value change operation). This reset SW also functions as an error clearing switch that can perform operations to resolve various errors (error clearing operations), which will be described later.

[0036] These setting keys and reset switches are operating means located in a position that allows them to be operated only when the front door 102 (door) is open, and are difficult or impossible to operate when the front door 102 (door) is closed. In other words, they are operating means that can only be operated by the manager of the amusement parlor (employee, etc.), and are not operable by the player.

[0037] Furthermore, the main unit 101 is equipped with a setting value display device 101a (see Figure 14) capable of displaying the set value. In this example, the setting value display device 101a is configured as a 7-segment display. As will be described in detail later, when a setting change operation is performed, the setting value display device 101a displays the set value (one of settings 1 to 6), and when the set value is confirmed by operating the start lever 135, the set value is hidden. On the other hand, when a setting confirmation operation is performed, the setting value display device 101a displays a numerical value indicating the current set value.

[0038] Furthermore, an external centralized terminal board (not shown) is mounted on the inner wall of the main unit 101. This board is connected to the main control board that constitutes the main control unit 300 and outputs information from the slot machine 100 to an external device. This external centralized terminal board is provided with an external cable connection section for connecting an external cable (not shown) extending from an information input circuit 652 (see Figure 3) of a hall computer (not shown), etc., and an external centralized terminal board LED (not shown). The external cable is inserted into the interior of the main unit 101 through a cable hole opened on the back of the main unit 101 and connected to the external cable connection section of the external centralized terminal board.

[0039] Furthermore, a medal dispensing device (not shown; a device that dispenses medals accumulated in a bucket) is installed on the inner wall of the main body 101, and a medal auxiliary storage compartment (not shown) is installed to the right of the medal dispensing device, with an overflow terminal installed behind it (not shown).

[0040] Furthermore, a power box (not shown) containing a power supply board is located to the left of the medal dispensing device, and a power switch (not shown) is located on the front of the power box. The power box converts the AC power supplied to the slot machine 100 from an external source into DC power, converts it to a predetermined voltage, and supplies it to the various control units and devices, such as the main control unit 300, sub-control units 400 and 500, which will be described later. In addition, it is equipped with an energy storage circuit (e.g., a capacitor) to supply power to a predetermined component (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.

[0041] <Control Unit Circuit Configuration> Next, the circuit configuration of the control unit of the slot machine 100 will be explained in detail using Figure 3. Note that Figure 3 shows a circuit block diagram of the control unit.

[0042] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects in accordance with command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400. Here, regarding the main control unit 300, since a large data capacity would make it difficult to verify the program and could also lead to security problems such as becoming a breeding ground for illegal modifications, the data capacity of the ROM 306 and RAM 308 of the main control unit 300 is limited.

[0043] <Main Control Unit> First, let's describe the main control unit 300 of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used when internally drawing winning combinations, the arrangement of reel symbols and stopping positions, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of spins, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used instead of the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 which will be described later. The CPU 304 of this basic circuit 302 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 315b as the system clock. Furthermore, when power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 304 at each interrupt time. The CPU 304 then performs monitoring of various sensors and transmits drive pulses based on this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference interrupt time will be 256 × 47 ÷ 8MHz = 1.504ms.

[0044] The main control unit 300 includes a random number generation circuit 316, which is used as a hardware random number counter that varies a value in the range of 0 to 65535 based on a clock signal input from the crystal oscillator 315a, and a startup signal output circuit 338 that outputs a startup signal (reset signal) when the power is turned on. When the CPU 304 receives a startup signal from this startup signal output circuit 338, it starts game control (starts the main processing of the main control unit, which will be described later).

[0045] Furthermore, the main control unit 300 is equipped with a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 132 sensor, medal reception sensor for medals inserted from the medal slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal dispensing sensor for medals dispensed from the medal dispensing device 180, optical sensors for reels 110-112 (index sensor 80), etc.) at interrupt intervals.

[0046] Furthermore, if the sensor circuit 320 detects a high level from the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that moment and stores it in a register that stores the random value used for the lottery.

[0047] Two medal reception sensors are installed in the internal passage of the medal slot 141 to detect whether or not a medal has passed through. Two start lever sensors are installed inside the start lever 135 to detect the player's start operation. The left stop button sensor 137, the middle stop button sensor 138, and the right stop button sensor 139 are installed on the corresponding stop buttons 137 to 139, respectively, to detect the player's operation of the stop buttons.

[0048] The bet button 130 sensor and the bet button 132 sensor are installed on the corresponding bet buttons 130 and 132, respectively, and detect the insertion operation when inserting tokens electronically stored in RAM 308 as tokens to be used in the game. The payout button 134 sensor is installed on the payout button 134. When the payout button 134 is pressed once, the electronically stored tokens are paid out. The token dispensing sensor is a sensor for detecting the tokens to be dispensed by the token dispensing device 180. Note that each of the above sensors may be a non-contact type sensor or a contact type sensor.

[0049] The optical sensors (index sensors 80) on reels 110 to 112 are installed at predetermined positions on the mounting bases of each reel 110 to 112, and each time a light-shielding piece (detection piece 50) provided on the reel frame passes over them, the sensor level becomes L. The rotational position information, which indicates how much the reel has rotated from the reference position between the time it becomes L and the next time it becomes L, is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L-level signal, it determines that the reel has rotated once and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.

[0050] The main control unit 300 includes a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that sorts the inserted medals, a drive circuit 326 that drives the motor provided on the medal dispensing device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion ready lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored medal count indicator 125, game information indicator 126, and payout count indicator 127).

[0051] Furthermore, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information for the slot machine 100 (for example, information indicating the state of the game) to an information input circuit 652 provided by an external hall computer (not shown) via this information output circuit 334, and also lights up an LED on the external centralized terminal board when game information is output.

[0052] Furthermore, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from the power management unit (not shown). The voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply falls below a predetermined value (9V in this embodiment).

[0053] Furthermore, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Information communication between the main control unit 300 and the first sub-control unit 400 is unidirectional; the main control unit 300 is configured to send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as commands to the main control unit 300.

[0054] <Deputy Commander> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands transmitted by the main control unit 300 via an input interface. The first sub-control unit 400 is equipped with a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of spins, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 414 as the system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting patterns and various indicators, etc.

[0055] The CPU 404 transmits frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and circuit based on the timing of this interrupt request.

[0056] Furthermore, the first sub-control unit 400 is equipped with a sound source IC 418, and speakers 272 and 277 are connected to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272 and 277 in response to instructions from the CPU 404. The sound source IC 418 is connected to an S-ROM (sound ROM) in which sound data is stored, and the sound data acquired from this ROM is amplified by the amplifier and output from speakers 272 and 277.

[0057] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bet button lamp, chance button lamp, reel backlight 94, etc.) are connected to the drive circuit 422 via an input / output interface.

[0058] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 424 that drives the motor of the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided on the shutter 163 in response to a command from the CPU 404.

[0059] Furthermore, the first sub-control unit 400 is equipped with a sensor circuit 426, to which a shutter sensor 428 is connected via an input interface. The CPU 404 monitors the status of the shutter sensor 428 at interrupt intervals.

[0060] Furthermore, the CPU 404 transmits and receives signals to the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the performance device 160, including the display control of the performance image display device 157. The second sub-control unit 500 may be composed of multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).

[0061] The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, counts, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 514 as the system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, as well as data for image display, etc.

[0062] The CPU 504 transmits frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 504 controls each IC and circuit based on the timing of this interrupt request.

[0063] Furthermore, the second sub-control unit 500 is equipped with a VDP 516 (video display processor), to which a ROM 506 and a VRAM 518 are connected via a bus. Based on signals from the CPU 504, the VDP 516 reads image data stored in the ROM 506, generates a display image using the work area of ​​the VRAM 518, and displays the image on the image display device 157.

[0064] <Pattern arrangement> Next, Figure 4 will be used to explain the arrangement of symbols on each of the reels 110 to 112 described above. This figure shows the arrangement of symbols on each reel (left reel 110, middle reel 111, right reel 112) in a planar view.

[0065] Each reel 110 to 112 has a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of multiple types (10 types in this embodiment) shown on the right side of the figure. The numbers 0 to 19 shown on the left end of the figure indicate the positions of the symbols on each reel 110 to 112. For example, in this embodiment, the symbol number 1 on the left reel 110 is a "bell symbol", the symbol number 2 on the middle reel 111 is a "seven 1 symbol", and the symbol number 2 on the right reel 112 is a "seven 1B symbol".

[0066] In this embodiment, the slot machine 100 is configured to stop the corresponding reels 110-112 within the maximum retraction range (less than 5 frames in this embodiment) from the stopped position, in order to enhance the enjoyment of the game.

[0067] <Types of prize winning roles> Next, Figure 5 will be used to explain the types of winning combinations in slot machine 100. This figure shows the types of winning combinations (including activated combinations), the symbol combinations corresponding to each winning combination, and the payout (amount awarded) for each winning combination.

[0068] Slot Machine 100 has three types of winning combinations: Special Combination 1, Replay Combination, and Minor Combinations 1-8. However, the types of winning combinations are not limited to these and can be chosen at will.

[0069] In this embodiment, among the winning combinations, Special Combination 1 is a combination (activating combination) that transitions the player to a special game state in which a predetermined benefit is granted upon winning. In addition, Replay Combination is a combination that allows the player to continue playing without inserting any new medals. These Special Combination 1 and Replay Combination are sometimes referred to as "activating combinations." Furthermore, in this embodiment, "winning" also includes cases where combinations of activating combinations that do not involve medal payouts (medal distribution) are displayed on the active line, for example, winning Special Combination 1 and Replay Combination. Note that Special Combination 1 is a special combination that is carried over to the next game if it is not determined to be a winning combination, while the other combinations are general combinations that are not carried over to the next game if they are not determined to be winning combinations.

[0070] Special Win 1 is a win (activating win) that, upon being won, transitions the game to a special play state (RT2). However, no medals are paid out for winning these wins themselves. The corresponding symbol combination for Special Win 1 is "Seven 3 - Seven 1 - Replay". In the following explanation, Special Win 1 may be referred to as "RB1" or "RB".

[0071] When Special Role 1 is internally won, the internal win flag corresponding to this internally won Special Role is set to ON (stored in a predetermined area of ​​RAM 308 of the main control unit 300). When the flag corresponding to Special Role 1 is set to ON, the main control unit 300 transitions the game state to the Special Role internal win state (RT1). This flag remains ON until the corresponding activation role is won, making it easier to win these activation roles in subsequent games as well. Specifically, even if the player does not win those roles in the game in which Special Role 1 was internally won, the player will remain in the same state as when Special Role 1 was internally won in subsequent games, making it easier to match the corresponding symbol combinations and win.

[0072] The internal winning state for special roles will be explained in more detail later, but in the internal winning state for special roles, if other roles besides the special role have also been internally won, the reel stopping control will be performed so that the symbols that make up these other roles will be prioritized to line up.

[0073] The Replay bonus is a winning combination that allows you to play the next round without inserting any more tokens (game currency), and no tokens are paid out. In other words, you can play again with the same number of tokens you inserted last time. The corresponding symbol combination is "Replay-Replay-Replay".

[0074] The above-mentioned replay feature is any feature that allows the player to play the next game without inserting any more tokens. Therefore, for example, when a replay is achieved, tokens may be automatically inserted for the next game (the number of tokens to be inserted is reset in the token insertion memory area prepared in RAM308), or the tokens inserted in the game in which a replay was achieved may be carried over and used in the next game.

[0075] Small wins 1 through 8 are winning combinations that pay out a predetermined number of medals upon winning. The corresponding symbol combinations are as follows: Small win 1 is "Watermelon-Watermelon-Watermelon", Small win 2 is "Replay-Cherry-Replay", Small win 3 is "Cherry-Cherry-Cherry", Small win 4 is "Bell B-Bell-Bell", Small win 5 is "Bell B-Bell (or Bell B)-Bell", Small win 6 is "Seven 1-Seven 1-Seven 1", Small win 7 is "Seven 2-Seven 2-Seven 2", and Small win 8 is "Seven 3-Seven 3-Seven 3". The corresponding payout amounts are shown in Figure 5.

[0076] Of the above minor roles, minor role 1 is sometimes referred to as "watermelon," minor role 2 as "weak cherry," minor role 3 as "strong cherry," minor role 4 as "common bell," minor role 5 as "ordered bell," and minor roles 6-8 as "single-coin roles."

[0077] <Types of game states (RT)> Next, we will explain the types of game states for slot machine 100 and their transitions. Figure 6 is a diagram showing the transitions of game states (RT) for slot machine 100.

[0078] Slot machine 100 is configured to switch between three different states with varying degrees of advantage: a low probability of replay, a special role internal win state, and a special game state. The transition between these states changes the degree of advantage, enhancing the enjoyment of the game. In the following explanation, these game states may be referred to as RT, and the low probability of replay, special role internal win state, and special game state may be referred to as RT0, RT1, and RT2, respectively. When switching between these RTs, the corresponding lottery table is changed (described later). RT is controlled by the main control unit 300.

[0079] Figure 6 shows each of the RTs described above, with their transition conditions indicated by arrows. When the transition condition corresponding to each arrow is met, the RT transitions in the direction of that arrow. These transition conditions include, for example, winning a predetermined combination, internally winning a predetermined combination, a specific combination of symbols stopping and displaying on a specific winning line, a predetermined number of games being played, and a predetermined number of coins being paid out.

[0080] From here on, each RT will be explained with reference to the drawings as appropriate.

[0081] <Low probability state for replay (RT0)> RT0 has a lower internal probability of winning a replay role than RT1, making it the most disadvantageous RT for the player.

[0082] In RT0, the winning combinations include Special Combination 1, Replay Combination, and Minor Combinations 1-8. If you do not win a combination, it is considered a "miss," and the corresponding symbol combination will not be displayed. Note that if the symbol combination that would result in a win does not stop on the winning line, it is sometimes referred to as a "miss." Also, not winning a combination may be expressed as "winning a miss."

[0083] Figure 6 shows that if Special Role 1 is internally won while RT0 is set, the game transitions to the Special Role internal win state described later.

[0084] <Special role internal winning status (RT1)> RT1 is a state where the internal winning flag corresponding to special role 1 is set to ON. In addition, the probability of winning a replay role is higher than in RT0, making it a more advantageous RT than RT0.

[0085] In RT1, the winning combinations that can be internally triggered include the re-spin combination and minor combinations 1 through 8.

[0086] Figure 6 shows that if a special combination 1 is achieved in RT1 (when the corresponding symbol combination is displayed), the game transitions to RT2.

[0087] <Special game mode (RT2)> RT2 is a more advantageous RT than other RTs because it has a higher internal probability of winning the common bell (minor win 4), making it easier to acquire medals.

[0088] In RT2, the only winning combination is the common bell (minor win 4). Figure 5 shows that in RT2, the game transitions to RT0 after a predetermined number of plays (6 in this example) or after a predetermined number of wins (5 in this example).

[0089] Furthermore, the termination conditions for RT2 are not particularly limited; for example, it may terminate when a certain number of payouts or more have been made, or when a specific combination is won.

[0090] <Non-favorable interval and favorable interval> In the slot machine 100 of this embodiment, in addition to the RT described above, the game state is managed by dividing it into a non-advantageous period and an advantageous period. In the advantageous period, notification of the stop operation order for internally won roles (hereinafter sometimes referred to as "operation navigation" or "operation instruction notification") is permitted, while this operation navigation is not displayed in the non-advantageous period. In the advantageous period, operation navigation is displayed depending on the conditions, but there are cases where operation navigation is not displayed even if a push-order bell has been internally won. These states will be explained below with reference to Figure 7. This figure shows the transition of the game state in relation to the advantageous period and non-advantageous period of the slot machine 100.

[0091] In this embodiment, the initial state (for example, the factory default state) is set to a non-advantageous period. Furthermore, if a RAM clear (setting change) occurs, this non-advantageous period is set again. The non-advantageous period state is referred to as normal state A. In this embodiment, there are three types of advantageous periods: normal state B, chance state, and AT state (including super AT state). Figure 7 shows that the four states—normal state A, normal state B, chance state, and AT state—transition between these states. In this embodiment, the advantageous period flag is set to off if the player is in a non-advantageous period, and to on if the player is in an advantageous period, thereby distinguishing between the non-advantageous and advantageous periods. To prevent excessive gambling, the system is configured to enter a non-advantageous period if the advantageous period continues for a predetermined number of games (for example, 1500 games) or if it exceeds a predetermined net increase in coins (for example, 2400 coins).

[0092] Furthermore, the advantageous period may consist only of the AT state, or it may include, for example, a pre-transition state before the transition to the AT state; the configuration is not limited to this embodiment. Similarly, there may be multiple types of states in the non-advantageous period.

[0093] Note that the non-advantageous and advantageous periods are set separately from RT, so for example, it may transition to RT2 during an advantageous period. However, since RT2 does not have an internal win for the push-order bell and operation navigation is not displayed, it may be possible to set a non-advantageous period for RT2 and return to an advantageous period after RT2 ends. Furthermore, the above configuration is not limited to the above, and it may also be possible to configure RT2 to have an internal win for the push-order bell and to display operation navigation.

[0094] The following explains the states of the non-advantageous and advantageous periods.

[0095] <Normal state A> In the non-advantageous section (normal state A), a lottery is held to determine the transition to the advantageous section based on the winning combination. If this lottery is won, the player transitions to normal state B within the advantageous section.

[0096] <Normal state B> In normal state B, the game transitions to the chance state when the conditions for transitioning to the chance state are met. When the transition conditions are met, the number of games in the chance state is set. These transition conditions can be any conditions, such as a condition that is met by playing a predetermined number of games in normal state B, a condition that is met when a lottery for transitioning to the chance state is held after each game in normal state B and the player wins this lottery, or a condition that is met when the points (one of 1 to 3) added according to the result of a game in normal state B reach a predetermined number (100 points).

[0097] <Chance state> In the Chance state, if a specific combination (in this example, a single-coin combination (small combinations 6-8)) is internally won, an AT lottery may be held. If the AT lottery is not won within the set number of games (number of AT sets is 0), the game transitions to normal state B. If the number of AT sets is not 0, the game transitions to AT state. When transitioning to AT state, the number of AT sets is reduced by 1, and a predetermined number of games (for example, 50) is set to the remaining AT games.

[0098] In the slot machine 100 of this embodiment, an AT lottery is executed in the chance state. For example, an AT lottery (addition of the number of AT sets) may be performed when shifting from a non-favorable section to a favorable section, and the timing and execution conditions of the AT lottery can be arbitrarily adopted.

[0099] Also, when winning the AT lottery, notification (operation instruction notification) including a suggestion of a symbol aimed at stopping may be executed (details will be described later). The operation instruction notification is not limited to notification including a suggestion of a symbol aimed at stopping, and may be, for example, notification including the pressing order (e.g., "center → right → left", "press the center", etc.).

[0100] <AT state> Next, the AT state will be described. Hereinafter, the AT state may be simply referred to as AT.

[0101] In the AT state, when the push-order bell (minor winning combination 5) is internally won, an operation navigator indicating the correct push order corresponding to each is displayed. Note that this operation navigator is not limited to indicating the push order, and may be, for example, a display indicating the timing of the stop operation, such as "aim at...", or may be a display indicating both the push order and the timing. Also, in the payout number display 127, seven segments light up in a manner corresponding to the correct push order (hereinafter, may be referred to as navigator lighting). The display on this payout number display 127 may also light up in a manner corresponding to the timing of the stop operation, or may light up in a manner corresponding to both the push order and the timing.

[0102] In this embodiment, the remaining AT game count is reduced as the AT state progresses. When the remaining AT game count reaches 0, if the number of AT sets is greater than 0, a predetermined value (for example, 50) is set to the remaining AT game count again. If the number of AT sets is 0, a lottery for entering the chance state is performed. If this lottery is won, the game transitions to the chance state; if not won, the game transitions from the advantageous section to the non-advantageous section (parameters related to the advantageous section are initialized). If the game enters a special game state (RT2) during the AT state, the reduction of the remaining AT game count stops and resumes when RT0 is reached. The remaining AT game count may be increased by winning an additional lottery (executed during the internal lottery in this embodiment).

[0103] Furthermore, the system is not limited to using the number of AT sets or the number of remaining AT games; the AT state may also be started and ended according to predetermined conditions (for example, when a specific game state is reached).

[0104] <Process Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.

[0105] <Main processing of the main control unit> First, using Figure 8, we will explain the main processing performed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main processing of the main control unit.

[0106] As described above, the main control unit 300 is equipped with a startup signal output circuit (reset signal output circuit) 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302, upon receiving this startup signal, resets via a reset interrupt and executes the main processing of the main control unit shown in Figure 8 according to the control program pre-stored in the ROM 306.

[0107] When power is turned on, the main control unit initial setup process is performed in step S101. This main control unit initial setup process includes setting the initial stack value for the CPU 304's stack pointer (SP), disabling interrupts, initializing the I / O 310, initializing various variables to be stored in RAM 308, and enabling and setting the initial value for WDT 314.

[0108] Step S103 executes the game start process. This process checks whether medals have been inserted (by hand or by operating the bet buttons 130 and 132), and lights up the winning line indicator lamp 120 according to whether medals have been inserted. If medals have been inserted, preparations are made to send an insertion command to the first sub-control unit 400 indicating that medals have been inserted. If a replay was won in the previous game, the same number of medals as those inserted in the previous game are inserted, so the player does not need to insert any more medals. The process also checks whether the start lever 135 has been operated when the specified number of medals (3) have been used, and if the start lever 135 has been operated, the number of medals inserted and the valid winning lines are determined, and the game starts.

[0109] In step S105, various lottery processes are executed, including the internal winning role lottery process. In this process, the lottery table for internal winning roles stored in ROM 306 is read according to the current RT, and an internal lottery (lottery for roles) is performed using this and a random value obtained from the random number generation circuit 316 to determine the internal winning role. If the internal lottery results in an internal win for any role (including the activation role), the flag for that role is turned on. Also in step S105, preparations are made to send an internal lottery command containing internal winning information indicating the result of the internal lottery for the winning role to the first sub-control unit 400. For example, if the internal win is for the replay role, preparations are made to send an internal lottery command indicating that the internal win was for the replay role to the first sub-control unit 400, and if the result of the internal lottery for the winning role is a miss (no role won), preparations are made to send an internal lottery command indicating a miss to the first sub-control unit 400. The internal winning command includes information on the internally won role, information on the current advantageous period (including information on the remaining number of games, such as the remaining number of AT games, if the period is finite), and information that can identify the results of the AT lottery and the AT bonus lottery. Of the above information, information on the remaining number of AT games may be excluded from the internal winning command in non-AT states, and included only in AT states. Furthermore, in AT states, the internal winning command that includes an internal win for a push-order bell (minor role 5) also includes operation instruction information that represents the correct operation order (press order) for stop buttons 137 to 139.

[0110] In step S111, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.

[0111] In step S113, the reel rotation start process is executed on the condition that the game interval timer (decremented in the timer update process described later) is 0, and the rotation of reels 110 to 112 begins. At the same time, preparations are made to send a reel rotation start command to the first sub-control unit 400 when the rotation of reels 110 to 112 begins. After that, when reels 110 to 112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the position of the symbols on each reel, and the stop operation for stop buttons 137 to 139 is activated. The game interval counter ensures the minimum time required for one game (4.1s in this embodiment), thereby suppressing the element of chance.

[0112] Step S115 is the execution of the reel stop control process. In this process, after the stop operation is activated, when any of the stop buttons 137 to 139 are pressed, the reels 110 to 112 corresponding to the pressed stop button 137 to 139 are stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referred, and the reels 110 to 112 corresponding to the stop operation are stopped according to the number of reel pull-in frames set in the stop table. In addition, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Furthermore, for each stop operation, preparations are made to send the corresponding command (first to third press command) to the first sub-control unit 400, and each time a reel 110 to 112 stops, preparations are made to send the corresponding command (first to third stop command) to the first sub-control unit 400. When all reels 110 to 112 have stopped, the process proceeds to step S117.

[0113] In step S117, a prize determination process is performed. Here, if a combination of symbols corresponding to a prize appears on an activated prize line, it is determined that a prize has been won. For example, if "Watermelon-Watermelon-Watermelon" is lined up on an activated prize line, it is determined that a prize of minor prize 1 has been won. After determining the prize, preparations are made to send a prize command to the first sub-control unit 400.

[0114] In step S119, if any winning combination that results in a payout is achieved, the corresponding number of medals are awarded (paid out), and the number of medals awarded is displayed using the payout display 127.

[0115] Step S121 performs an RT update process. In this process, the RT is transitioned based on the conditions shown in the state transition diagram in Figure 6.

[0116] Step S123 performs a game state update process. Here, based on the results of the game, the status related to the non-advantageous and advantageous sections, as explained in Figure 7, is updated. For example, when transitioning from normal state A to normal state B, the advantageous section flag is set to ON, and when transitioning from AT state to normal state A, the advantageous section flag is set to OFF. Preparation for sending the game state update command is also performed. This command includes information related to RT, and information related to the non-advantageous and advantageous sections (for example, the advantageous section flag, the number of AT sets, and the number of remaining AT games).

[0117] This concludes one game. From here on, the game will continue by returning to step S103 and repeating the process described above.

[0118] <Main control unit 300 timer interrupt processing> Next, using Figure 9, we will explain the main control unit timer interrupt processing executed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt processing.

[0119] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined interval (approximately once every 2ms in this embodiment), and the main control unit timer interrupt processing is started at a predetermined interval triggered by this timer interrupt signal.

[0120] Step S201 performs the timer interrupt start process. This timer interrupt start process includes temporarily saving the values ​​of each register of the CPU304 to the stack area.

[0121] In step S203, the WDT314 is periodically restarted (in this embodiment, once every 2ms, which is the period of the main control unit timer interrupt) to prevent a WDT interrupt from occurring (to prevent detection of a processing abnormality) if the count value of the WDT314 exceeds the initial setting value (32.8ms in this embodiment).

[0122] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of detection signals is monitored. These signals are then stored in the signal status storage area of ​​the RAM 308, which is partitioned for each sensor 318. The status of the optical sensor is confirmed in this process.

[0123] In step S207, various game processes are executed, and processing is performed according to the interrupt status (various interrupt statuses are obtained based on signals from various sensors 318). For example, if the interrupt status is during medal insertion processing, medal insertion acceptance processing is performed, and if the interrupt status is during payout processing, medal payout processing is performed.

[0124] In step S209, timer update processing is performed. For example, processing is executed to update various timers according to their respective time units, such as subtracting the game interval timer.

[0125] In step S211, the command setting transmission process is performed, and various commands that were prepared for transmission in the main processing and timer interrupt processing of the main control unit 300 are sent to the first sub-control unit 400. The output information to be sent to the first sub-control unit 400 consists of strobe information (if on, it indicates that data has been set), command type (in this embodiment, basic command, input command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press command associated with acceptance of operation of stop buttons 137 to 139, first to third stop command associated with the stopping of reels 110 to 112, winning command, payout quantity command and payout end command associated with medal payout processing, and status update command), and command data (predetermined information corresponding to the command type).

[0126] The first sub-control unit 400 can determine the performance control in response to changes in game control in the main control unit 300 based on the command type included in the received output schedule information, and can also determine the content of the performance control based on the command data information included in the output schedule information.

[0127] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in RAM 308 is output to an information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.

[0128] In step S215, device monitoring is performed. In this device monitoring process, the signal states of the various sensors 318 stored in the signal state memory area in step S205 are first read to check for errors related to abnormal medal insertion and abnormal medal dispensing. If an error is detected, error processing is executed (not shown). Furthermore, the settings of the medal selector 170 (a medal blocker operated by a solenoid located inside the medal selector 170), various lamps 339, and various 7-segment (SEG) displays are set according to the current game state.

[0129] In step S217, the system monitors whether a low-voltage signal is on or off. If a low-voltage signal is received (power outage detected), the system proceeds to step S221; otherwise, it proceeds to step S219.

[0130] In step S219, the timer interrupt termination process is performed. This timer interrupt termination process involves setting the values ​​of each register that were temporarily saved in step S201 back to their original values. After that, the process returns to the main control unit main process shown in Figure 8.

[0131] Meanwhile, in step S221, information that needs to be saved, such as specific variables and the stack pointer, to return to the state at the time of power loss when power is restored is saved to a predetermined area of ​​RAM 308, a checksum value is derived for the predetermined area that includes at least the used area of ​​RAM 308 and stored in RAM 308, and the power flag indicating that power loss processing has been performed is set to ON.

[0132] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 10. Figure 10(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 10(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 10(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0133] First, in step S301, various initial settings are performed. These initial settings are executed when the power is turned on. This process includes initial settings for input / output ports and initialization of the memory area in RAM 408. In this process, an area for storing internal winning information, which represents the result of an internal win, and an area for storing RT update information, which represents the game state, are each provided in RAM 408.

[0134] In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305.

[0135] In step S305, the timer variable is assigned the value 0. In step S307, command processing is performed, which is the processing corresponding to each command received from the main control unit 300.

[0136] In step S309, performance control processing is performed. This involves expanding the performance data, setting device data in the performance execution area provided in RAM 408, setting performance data in the performance reservation area provided in RAM 408, and further processing such as setting performance data or executing control processing based on received commands and the information contained in those commands. In some cases, the performance data set in the performance reservation area or the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content will be changed based on the overwritten data.

[0137] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the performance execution area corresponding to speakers 272 and 277, and the obtained control data is output to the sound source IC 418 to execute sound effects.

[0138] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the performance execution area corresponding to each lamp 420, and the obtained control data is output to the drive circuit 422 to execute the lamp performance.

[0139] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424 to execute the effect using the shutter 163.

[0140] In step S317, information output processing is performed to set up the transmission of a control command to the second sub-control unit 500 based on the processing result of step S309. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to transmit this device data to the second sub-control unit 500, and the process returns to step S303.

[0141] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 10(b). This command reception interrupt processing is performed when the first sub-control unit 400 detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in the command memory area provided in the RAM 408.

[0142] Next, using Figure 10(c), the timer interrupt processing of the first sub-control unit 400, which is executed by the CPU 404 of the first sub-control unit 400, will be explained. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.

[0143] In step S331, 1 is added to the value in the timer variable storage area of ​​RAM 408, as explained in step S303 of the first sub-control unit main processing shown in Figure 10(a), and the result is stored in the original timer variable storage area. Therefore, in step S303, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).

[0144] In step S333, device data is sent to the second sub-control unit 500, which was set in step S315, and processing is performed to update the random values ​​for the performance.

[0145] <Processing by the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 11. Figure 11(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 11(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 11(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 11(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0146] First, in step S401 of Figure 11(a), various initial settings are performed. When the power is turned on, the initialization process is executed in step S401. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 508.

[0147] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.

[0148] In step S405, the timer variable is assigned the value 0. In step S407, command processing is performed. During command processing, the CPU 504 of the second sub-control unit 500 determines whether or not it has received a command from the CPU 404 of the first sub-control unit 400.

[0149] Step S409 performs performance control processing. Specifically, if there was a new command in step S407, the processing corresponding to this command is performed. For example, the process of reading performance data for image control related to the background image from ROM 506 is executed. In addition, processing such as reading other performance data from ROM 506 is performed, and if it is necessary to update the performance data, the performance data update process is performed.

[0150] In step S411, image control processing is performed based on the processing result of step S409. For example, if there is an image control command in the performance data read in step S409, the image control corresponding to this command is performed. For example, image control related to the display image (notification image, background image) is executed. This image control processing will be described later using Figure 11(d). Once this image control processing is completed, the process returns to step S403.

[0151] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 11(b). This command reception interrupt processing is performed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in the RAM 508.

[0152] Next, using Figure 11(c), the timer interrupt processing of the second sub-control unit 500, which is executed by the CPU 504 of the second sub-control unit 500, will be explained. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.

[0153] In step S417, 1 is added to the value in the timer variable storage area of ​​RAM 508, as explained in step S403 of the second sub-control unit main processing shown in Figure 11(a), and the result is stored in the original timer variable storage area. Therefore, in step S403, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).

[0154] Step S419 performs processes such as updating the random values ​​used for the performance.

[0155] Next, the image control process in step S411 of the main processing of the second sub-control unit 500 will be explained using Figure 11(d). This figure is a flowchart showing the flow of the image control process.

[0156] In step S421, a transfer instruction for image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of the display areas A and B in the VRAM 518. As a result, one frame of the image stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets, in the attribute register of the VDP 516, the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. based on the position information table, etc., and then sets an instruction to instruct the start of transfer of image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0157] In step S423, it is determined whether a transfer end interrupt signal from the VDP 516 has been input. If the transfer end interrupt signal has been input, the process proceeds to step S425; otherwise, it waits for the transfer end interrupt signal to be input.

[0158] In step S425, parameter settings are performed based on the effect scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 about the information of the image data constituting the display image (coordinate axes of the VRAM 518, image size, VRAM coordinates (arrangement coordinates), image overlay and transparency, etc.) in order to form a display image in the display area A or B of the VRAM 518 based on the image data transferred to the VRAM 518 in step S421. The VDP 516 performs parameter settings according to the attribute based on the instruction stored in the attribute register.

[0159] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer according to the instruction of the CPU 504.

[0160] In step S429, it is determined whether or not a generation completion interrupt signal has been input from VDP516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; otherwise, the process waits for a generation completion interrupt signal to be input.

[0161] In step S431, the process ends after incrementing (+1) the scene display counter, which is set in a predetermined area of ​​RAM 508 and counts how many scene images have been generated.

[0162] <<Embodiment C>> Next, a gaming machine (slot machine) according to Embodiment C will be described using Figures 12 to 13. Note that in cases where terms overlap with other embodiments, the terms in this embodiment take precedence, and in cases where descriptions overlap with drawings other than Figures 12 to 13, the descriptions in Figures 12 to 13 take precedence.

[0163] <Notification methods> Next, prior to explaining the various types of notifications, we will describe the notification methods provided by the slot machine 100.

[0164] <Notification means (display means)> The slot machine 100 is equipped with a display means capable of displaying information as one of its notification means. Examples of the display means provided by the slot machine 100 include the liquid crystal display device (animation image display device) 157, payout display device 127, stored number display device 125, and game information display device 126, as explained using Figure 1. In this example, these display means consist of a liquid crystal display device, LEDs, segment displays, etc.

[0165] <Notification means (sound output means)> The slot machine 100 is equipped with a sound output means capable of outputting sound as one of its notification means. Examples of the sound output means provided by the slot machine 100 include speakers 272, 277, etc., as explained with reference to Figure 3.

[0166] <Notification means (light-emitting means)> The slot machine 100 is equipped with a light-emitting means capable of emitting (outputting) light as one of its notification means. Examples of light-emitting means provided by the slot machine 100 include the side lamps 144, title panel (lamp) 162, performance buttons 190, stop buttons 137-139, and start lever 135 as explained using Figure 1, as well as the upper lamp 142 (see Figure 14) and the reel backlights of each reel 110-112 (not shown). In this example, all of these light-emitting means are composed of LEDs.

[0167] Furthermore, the performance button 190, stop buttons (stopping means) 137-139, and start lever 135 also function as operating means that can be operated by the player. In addition, the present invention is also applicable to pachinko machines, and examples of light-emitting means that pachinko machines have include frame lamps, performance buttons, and mechanical devices.

[0168] <Stop instruction notification> Next, the stop instruction notification will be explained. Here, a stop instruction notification refers to a notification (for example, an operation navigation) that includes an indication of a symbol that is intended to be stopped. In this embodiment, the notification means of the gaming machine may execute a first operation instruction notification that includes an indication of a first symbol that is intended to be stopped, and a second operation instruction notification that includes an indication of a second symbol that is intended to be stopped.

[0169] <First stop instruction notification> Figure 12 is a time-series diagram showing an example of notification when the first operation instruction notification is given in a certain game, and the state shown in Figure (a) is the state when the first operation instruction notification is given in a certain game.

[0170] In this example, pressing the start lever 135 triggers the rotation of reels 110-112, and upon winning the AT lottery in the chance state, the first operation instruction notification ID1 is executed in the display area of ​​the liquid crystal display device 157.

[0171] The first operation instruction notification is a notification that includes an indication of the first symbol to be stopped. In this example, the first operation instruction notification ID1 is a target symbol notification ID1a (in this example, a display including an image of the Seven 1 symbol and the text "Aim!") that prompts the user to stop buttons 137-139 so that the Seven 1 symbol (the first symbol) is displayed on the winning line L1, and a push order notification ID1b (in this example, a display that suggests stopping in the order of middle stop button 138 → right stop button 139 → left stop button 137) that indicates the order in which to press the stop buttons 137-139.

[0172] The first operation instruction notification is not limited to this example, and may include any notification that includes an indication of the first symbol to be stopped. For example, it may not include the push order notification ID 1b that indicates the order in which to press the stop buttons 137 to 139, or it may consist only of a string of characters such as "Aim for the blue 7", or in addition to (or instead of) notification by the display means, notification by sound output means such as speakers 272, 277 (for example, output of the voice "Aim for the blue 7") may be applied.

[0173] Furthermore, the execution conditions for the first operation instruction notification are not limited to this example, and may include, for example, when a predetermined internal winning combination is achieved (or a prize is awarded), when a specific game state is reached, or when points reach a predetermined number (for example, 100 points).

[0174] <First stop instruction notification → First stop behavior → Execution of the first notification> The state shown in Figure 12(b-1) is the state in which reels 110 to 112 have stopped in the first stopping pattern during a game in which the first operation instruction notification was executed.

[0175] The notification means of the gaming machine according to this embodiment is configured to perform the first notification at least in the game in which the first operation instruction notification (in this example, the first operation instruction notification ID1) is performed, when the reels stop in a first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1").

[0176] In the state shown in FIG. 12(b-1), in the game where the first operation instruction notification ID1 (first operation instruction notification) is executed, the player follows the first operation instruction notification ID1, aims at the Seven 1 symbol, and performs stop operations in the order of the middle stop button 138 → the right stop button 139 → the left stop button 137. Since the reels 110 to 112 stopped in the symbol combination of "Seven 1 - Seven 1 - Seven 1" (first stop mode) (the symbol combination of "Seven 1 - Seven 1 - Seven 1" (first stop mode) aligned on the winning line L1), the first notification RD1 (first notification. In this example, the display including the image of the Seven 1 symbol, the character string "GET!", and the effect image) is being executed.

[0177] Also, in the game where the first operation instruction notification is executed triggered by winning the AT lottery, in the next game after the reels 110 to 112 stopped in the first stop mode (in this example, the symbol combination of "Seven 1 - Seven 1 - Seven 1"), as shown in FIG. 12(d), it shifts to the AT state and starts the AT game.

[0178] Note that in this example, the first stop mode is set as the mode where the first symbol (in this example, the Seven 1 symbol) stops on all the reels. However, the present invention is not limited to this, and other symbol combinations including the first symbol aimed to be stopped may be used.

[0179] Also, the first notification is not limited to this example. For example, it may be a notification composed only of a character string such as "Congratulations on Blue 7". Or, in addition to (or instead of) the notification by the display means, a notification by sound output means such as the speakers 272, 277 (for example, output of the voice "Congratulations on Blue 7") or a notification by light emission means such as the upper lamp 142, the side lamp 144 (for example, red blinking) may be applied.

[0180] Furthermore, the timing of the first notification may be limited to the game in which the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the first stopping pattern, or it may be executed in addition to the said game, as well as in any game after that game.

[0181] <First stop instruction notification → Second stop behavior → Non-execution of the first notification> The state shown in Figure 12(b-4) is the state in which reels 110 to 112 stopped in the second stopping pattern during a game in which the first operation instruction notification was executed.

[0182] The notification means of the gaming machine according to this embodiment is configured such that, in a game in which a first operation instruction notification (in this example, the first operation instruction notification ID1) is executed, if the reels stop in a second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3"), the first notification is not executed for at least that game.

[0183] In the state shown in Figure 12(b-4), in a game where the first operation instruction notification ID1 (first operation instruction notification) was executed, the player did not follow the first operation instruction notification ID1 and aimed for the Seven 3 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110~112 stopped with the symbol combination "Seven 3-Seven 3-Seven 3" (second stopping pattern) (the symbol combination "Seven 3-Seven 3-Seven 3" (second stopping pattern) was aligned on the winning line L1), so the first notification RD1 (first notification. In this example, the display includes an image of the Seven 1 symbol, the string "Get!", and an effect image) shown in Figure 12(b-1) was not executed.

[0184] In this example, when the reels stop in a first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1") during a game in which the first operation instruction notification (in this example, the first operation instruction notification ID1 shown in Figure 12(a)) is executed, the first notification (in this example, the first notification RD1 shown in Figure 12(b-1)) is executed in at least that game. On the other hand, when the reels stop in a second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") during a game in which the first operation instruction notification is executed, the first notification is not executed in at least that game. Therefore, notifications can be made in a way that does not mislead the player, preventing the player from misunderstanding and preventing a decline in the player's motivation to play.

[0185] Furthermore, the first stopping pattern is one in which the first symbol (in this example, the Seven 1 symbol) stops on all reels, and the second stopping pattern is one in which the second symbol (in this example, the Seven 3 symbol) stops on all reels. Therefore, the symbols indicated by the first operation instruction notification can be displayed as stopped symbols, preventing players from misunderstanding.

[0186] In this example, the second stopping configuration is defined as the configuration in which the second symbol (in this example, the Seven 3 symbol) stops on all reels. However, the present invention is not limited to this configuration, and other symbol combinations that do not include the first symbol that is the target of stopping may also be used.

[0187] Furthermore, the timing of the non-execution of the first notification may be limited to the game in which the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the second stopping pattern, or it may be non-execution in addition to the said game, as well as in any subsequent games.

[0188] <First stop instruction notification → Fourth stop mode → Non-execution of the first notification> The state shown in Figure 12(b-2) is when reels 110-112 have stopped in the fourth stopping pattern during a game in which the first operation instruction notification was executed.

[0189] The notification means of the gaming machine according to this embodiment is configured such that, in a game in which a first operation instruction notification (in this example, the first operation instruction notification ID1) is executed, if the reels stop in a fourth stopping pattern (in this example, a stopping pattern other than the first, second, or third stopping patterns (so-called scattered patterns)), the first notification is not executed in at least that game.

[0190] In the state shown in Figure 12(b-2), in a game in which the first operation instruction notification ID1 (first operation instruction notification) was executed, the player followed the first operation instruction notification ID1 and aimed for the Seven 1 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137 (or the player stopped the reels using stop buttons 137~139 without following the first operation instruction notification ID1), and the reels 110~112 stopped with the symbol combination "Bell-Seven 1-Replay" (fourth stopping pattern) (the "Bell-Seven 1-Replay" symbol combination (fourth stopping pattern) was aligned on the winning line L1), so the first notification RD1 (first notification; in this example, a display including an image of the Seven 1 symbol, the string "Get!", and an effect image) shown in Figure 12(b-1) was not executed.

[0191] In this example, if, in a game in which the first operation instruction notification (in this example, the first operation instruction notification ID1 shown in Figure 12(a)) is executed, the reels stop in a fourth stopping pattern (in this example, a stopping pattern other than the first, second, and third stopping patterns (so-called scattered symbols)) where no specific symbols line up on all reels, then at least in that game, the first notification (in this example, the first notification RD1 shown in Figure 12(b-1)) will not be executed. This ensures that the notification is given in a way that does not mislead the player, preventing them from misunderstanding and thus preventing a decline in their motivation to play.

[0192] In this example, the fourth stopping mode is defined as a state in which a specific symbol (in this example, one of the seven 1, seven 2, or seven 3 symbols) does not line up on any of the reels. However, the present invention is not limited to this, and may also be a state in which other specific symbols do not line up.

[0193] Furthermore, the timing of the non-execution of the first notification may be limited to games in which the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the fourth stopping pattern, or it may be non-execution in addition to the said game, as well as in any subsequent games.

[0194] <First stop instruction notification → Third stop pattern → Execution of the third notification> The state shown in Figure 12(b-3) is the state in which reels 110 to 112 stopped in the third stopping mode during a game in which the first operation instruction notification was executed.

[0195] The notification means of the gaming machine according to this embodiment is configured to perform a third notification at least in the game in which the first operation instruction notification (first operation instruction notification ID1 in this example) is performed, if the reels stop in a third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2").

[0196] In the state shown in Figure 12(b-3), in a game where the first operation instruction notification ID1 (first operation instruction notification) is executed, the player does not follow the first operation instruction notification ID1 and aims for the Seven 2 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110~112 stop with the symbol combination "Seven 2-Seven 2-Seven 2" (third stopping pattern) (the symbol combination "Seven 2-Seven 2-Seven 2" (third stopping pattern) is aligned on the winning line L1), so the third notification RD3 (third notification. In this example, the display includes an image of the Seven 2 symbol, the string "Get!", and an effect image) is executed.

[0197] Furthermore, in a game in which the first operation instruction notification is executed as a result of winning the AT lottery, in the next game after reels 110-112 stop in the third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2"), the game transitions to the AT state and starts AT gameplay, as shown in Figure 12(d).

[0198] In this example, when the reels stop in a third stopping pattern (in this example, the "seven 2-seven 2-seven 2" symbol combination) in a game in which the first operation instruction notification (in this example, the first operation instruction notification ID1 shown in Figure 12(a)) is executed, the third notification (in this example, the third notification RD3 shown in Figure 12(b-3)) is executed in at least that game, making it appear as if the reels stopped in the first stopping pattern in which the first notification is executed, thereby increasing the player's enjoyment.

[0199] In this example, the third stopping mode is defined as the state in which the third symbol (in this example, the Seven 2 symbol) stops on all reels. However, the present invention is not limited to this, and other symbol combinations that do not include the first symbol that is the target of stopping may also be used.

[0200] Furthermore, the third notification is not limited to this example, and may consist only of a string of characters such as "Congratulations on the red 7," or, in addition to (or instead of) the notification by the display means, a notification by sound output means such as speakers 272, 277 (for example, outputting the voice "Congratulations on the red 7") or a notification by light-emitting means such as upper lamp 142, side lamp 144 (for example, flashing yellow) may be applied.

[0201] Furthermore, the timing of the execution of the third notification may be limited to games in which the first operation instruction notification ID1 (first operation instruction notification) is executed and the reels stop in the third stopping pattern, or it may be executed in addition to the said game, as well as in any game after that game.

[0202] <Temporary suspension of the first type of suspension> The state shown in Figure 12(c-2) is when the reel animation is being performed in the next game after the reels 110-112 have stopped in the second stopping pattern in the game in which the first operation instruction notification was performed, and Figure 12(c-1) is when the reel animation is being performed in the next game after the reels 110-112 have stopped in the fourth stopping pattern in the game in which the first operation instruction notification was performed.

[0203] The gaming machine according to this embodiment is configured such that, after the reels stop in a second stopping pattern (or after the reels stop in a fourth stopping pattern), the reels stop in a first stopping pattern as a reel display (in this example, the symbol combination "Seven 1-Seven 1-Seven 1").

[0204] In the state shown in Figure 12(c-2), as shown in Figure 12(a), after the first operation instruction notification ID1 is executed in a certain game, as shown in Figure 12(b-4), the reels 110-112 stopped with the symbol combination "Seven 3-Seven 3-Seven 3" (second stop pattern) instead of the first stop pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), so the first notification RD1 shown in Figure 12(b-1) is not executed. However, in the next game of a certain game, the reel performance is started when the start lever 135 is pressed, and as part of that reel performance, the reels stop (temporarily stop) with the first stop pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), and after the first notification RD1 is executed, the AT game is started.

[0205] In this example, since the reels can be stopped in the first stopping pattern after being stopped in the second stopping pattern, the player's enjoyment can be enhanced. Furthermore, even if the reels stop in the second stopping pattern during a game, the first notification can be performed in subsequent games of that game, thus surprising the player.

[0206] Furthermore, in the state shown in Figure 12(c-1), as shown in Figure 12(a), after the first operation instruction notification ID1 is executed in a certain game, as shown in Figure 12(b-2), the reels 110-112 stopped with the symbol combination "Bell-Seven 1-Replay" (fourth stop pattern) instead of the first stop pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), and therefore the first notification RD1 shown in Figure 12(b-1) is not executed. However, in the next game of a certain game, the reel performance is started when the start lever 135 is pressed, and as part of that reel performance, the reels stop (temporarily stop) with the first stop pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), and after the first notification RD1 is executed, the AT game is started.

[0207] In this example, since the reels can be stopped in the first stopping pattern after being stopped in the fourth stopping pattern, the player's enjoyment can be enhanced. Furthermore, even if the reels stop in the fourth stopping pattern during a game, the first notification can be performed in subsequent games of that game, thus surprising the player.

[0208] <Second stop instruction notification> Figure 13 is a time-series diagram showing an example of notification when a second operation instruction notification is given in a certain game, and the state shown in Figure (a) is the state when a second operation instruction notification is given in a certain game.

[0209] In this example, pressing the start lever 135 triggers the rotation of reels 110-112, and upon winning the Super AT lottery in the chance state, the second operation instruction notification ID2 is executed in the display area of ​​the liquid crystal display device 157.

[0210] The second operation instruction notification is a notification that includes an indication of the second symbol to be stopped. In this example, the second operation instruction notification ID2 is a target symbol notification ID2a (in this example, a display including an image of the seven 3 symbol and the text "Aim!") that prompts the user to stop buttons 137-139 so that the seven 3 symbol (the second symbol) is displayed on the winning line L1, and a button press order notification ID2b (in this example, a display that suggests stopping in the order of middle stop button 138 → right stop button 139 → left stop button 137) that indicates the order in which to press the stop buttons 137-139.

[0211] The second operation instruction notification is not limited to this example, and may include any notification that includes a suggestion of a second symbol that is intended to be stopped. For example, it may not include the push order notification ID2b that suggests the order in which to press the stop buttons 137 to 139, or it may consist only of a string of characters such as "Aim for the gold 7", or in addition to (or instead of) notification by display means, notification by sound output means such as speakers 272, 277 (for example, output of the voice "Aim for the gold 7") may be applied.

[0212] Furthermore, the execution conditions for the second operation instruction notification are not limited to this example, and may include, for example, when a predetermined internal winning combination is achieved (or a prize is awarded), when a specific game state is reached, or when points reach a predetermined number (for example, 100 points).

[0213] <Second stop instruction notification → Second stop behavior → Execution of the second notification> The state shown in Figure 13(b-4) is the state in which reels 110 to 112 have stopped in the second stopping pattern during a game in which the second operation instruction notification has been executed.

[0214] The notification means of the gaming machine according to this embodiment is configured to perform the second notification at least in the game in which the second operation instruction notification (in this example, the second operation instruction notification ID2) is performed, if the reels stop in a second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3").

[0215] In the state shown in Figure 13(b-4), in a game where the second operation instruction notification ID2 (second operation instruction notification) is executed, the player follows the second operation instruction notification ID2 and aims for the Seven 3 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137, and reels 110~112 stop with the symbol combination "Seven 3-Seven 3-Seven 3" (second stopping pattern) (the symbol combination "Seven 3-Seven 3-Seven 3" (second stopping pattern) is aligned on the winning line L1), so the second notification RD2 (second notification. In this example, the display includes an image of the Seven 3 symbol, the string "Get!", and an effect image) is executed.

[0216] Furthermore, in a game in which a second operation instruction notification is executed as a result of winning the Super AT lottery, in the next game after reels 110-112 stop in the second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3"), as shown in Figure 13(d), the game transitions to a Super AT state which is more advantageous to the player than the AT state, and Super AT gameplay begins.

[0217] As described above, after stopping in the first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), the next game will transition to the AT state. However, after stopping in the second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3"), the next game will transition to the Super AT state, which is more advantageous to the player than the AT state. Therefore, the second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") has higher symbol value than the first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1").

[0218] Furthermore, since the game transitions to the AT state in the next play after stopping in the third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2"), the first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1") and the third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2") have the same value as symbol combinations.

[0219] In this example, the second stopping configuration is defined as the configuration in which the second symbol (in this example, the Seven 3 symbol) stops on all reels. However, the present invention is not limited to this configuration, and other symbol combinations including the second symbol that is the target of stopping may also be used.

[0220] Furthermore, the second notification is not limited to this example, and may consist only of a string of characters such as "Congratulations on the gold 7," or, in addition to (or instead of) the notification by the display means, a notification by sound output means such as speakers 272, 277 (for example, outputting the voice "Congratulations on the gold 7") or a notification by light-emitting means such as upper lamp 142, side lamp 144 (for example, flashing red light) may be applied.

[0221] Furthermore, the timing of the execution of the second notification may be limited to games in which the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the second stopping pattern, or it may be executed in addition to the said game, as well as in any game after that game.

[0222] <Second stop instruction notification → First stop behavior → Second notification not implemented> The state shown in Figure 13(b-1) is when reels 110-112 have stopped in the first stopping pattern during a game in which the second operation instruction notification has been executed.

[0223] The notification means of the gaming machine according to this embodiment is configured such that, in a game in which a second operation instruction notification (in this example, second operation instruction notification ID2) is executed, if the reels stop in a first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1"), the second notification is not executed for at least that game.

[0224] In the state shown in Figure 12(b-1), in a game where the second operation instruction notification ID2 (second operation instruction notification) is executed, the player does not follow the second operation instruction notification ID2 and aims for the Seven 1 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110~112 stop with the symbol combination "Seven 1-Seven 1-Seven 1" (first stopping pattern) (the symbol combination "Seven 1-Seven 1-Seven 1" (first stopping pattern) is aligned on the winning line L1), and therefore the second notification RD2 (second notification; in this example, a display including an image of the Seven 3 symbol, the string "Get!", and an effect image) shown in Figure 13(b-4) is not executed.

[0225] In this example, when the reels stop in a second stopping pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") during a game in which the second operation instruction notification (in this example, the second operation instruction notification ID2 shown in Figure 13(a)) is executed, the second notification (in this example, the second notification RD2 shown in Figure 12(b-4)) is executed in at least that game. On the other hand, when the reels stop in a first stopping pattern (in this example, the symbol combination "Seven 1-Seven 1-Seven 1") during a game in which the second operation instruction notification is executed, the second notification is not executed in at least that game. Therefore, notifications can be made in a way that does not mislead the player, preventing the player from misunderstanding and preventing a decline in the player's motivation to play.

[0226] Furthermore, the first stopping pattern is one in which the first symbol (in this example, the Seven 1 symbol) stops on all reels, and the second stopping pattern is one in which the second symbol (in this example, the Seven 3 symbol) stops on all reels. Therefore, the symbols indicated by the second operation instruction notification can be displayed as stops, preventing the player from misunderstanding.

[0227] In this example, the first stopping configuration is defined as the configuration in which the first symbol (the Seven 1 symbol in this example) stops on all reels. However, the present invention is not limited to this configuration, and other symbol combinations that do not include the first symbol targeted for stopping may also be used.

[0228] Furthermore, the timing for not executing the second notification may be limited to games in which the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the first stopping pattern, or it may be limited to any games in which the notification is not executed in addition to the said game.

[0229] <Second stop instruction notification → Fourth stop mode → Non-execution of the second notification> The state shown in Figure 13(b-2) is when reels 110-112 have stopped in the fourth stopping pattern during a game in which the second operation instruction notification has been executed.

[0230] The notification means of the gaming machine according to this embodiment is configured such that, in a game in which a second operation instruction notification (in this example, the second operation instruction notification ID2) is executed, if the reels stop in a fourth stopping pattern (in this example, a stopping pattern other than the first, second, or third stopping patterns (so-called scattered patterns)), the second notification is not executed in at least that game.

[0231] In the state shown in Figure 13(b-2), in a game in which the second operation instruction notification ID2 (second operation instruction notification) was executed, the player followed the second operation instruction notification ID2 and aimed for the Seven 3 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137 (or the player stopped the reels using stop buttons 137~139 without following the second operation instruction notification ID2), and the reels 110~112 stopped with the symbol combination "Bell-Seven 1-Replay" (fourth stopping pattern) (the "Bell-Seven 1-Replay" symbol combination (fourth stopping pattern) was aligned on the winning line L1), so the second notification RD2 (second notification; in this example, a display including an image of the Seven 3 symbol, the string "Get!", and an effect image) shown in Figure 13(b-4) was not executed.

[0232] In this example, if, in a game in which the second operation instruction notification (in this example, the second operation instruction notification ID2 shown in Figure 13(a)) is executed, the reels stop in a fourth stopping pattern (in this example, a stopping pattern other than the first, second, and third stopping patterns (so-called scattered patterns)) where all reels do not line up with a specific symbol, then at least in that game, the second notification (in this example, the second notification RD2 shown in Figure 13(b-4)) will not be executed. This ensures that the notification is given in a way that does not mislead the player, preventing them from making a mistake and thus preventing a decline in their motivation to play.

[0233] In this example, the fourth stopping mode is defined as a state in which a specific symbol (in this example, one of the seven 1, seven 2, or seven 3 symbols) does not line up on any of the reels. However, the present invention is not limited to this, and may also be a state in which other specific symbols do not line up.

[0234] Furthermore, the timing for not executing the second notification may be limited to games in which the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the fourth stopping pattern, or it may be limited to any game in which the notification is not executed in addition to the game in question.

[0235] <Second stop instruction notification → Third stop method → ​​Non-execution of the second notification> The state shown in Figure 13(b-3) is when reels 110-112 have stopped in the third stopping pattern during a game in which the second operation instruction notification has been executed.

[0236] The notification means of the gaming machine according to this embodiment is configured such that, in a game in which a second operation instruction notification (in this example, second operation instruction notification ID2) is executed, if the reels stop in a third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2"), the second notification is not executed for at least that game.

[0237] In the state shown in Figure 13(b-3), in a game where the second operation instruction notification ID2 (second operation instruction notification) was executed, the player did not follow the second operation instruction notification ID2 and aimed for the Seven 2 symbol, stopping the reels in the order of middle stop button 138 → right stop button 139 → left stop button 137, and the reels 110~112 stopped with the symbol combination "Seven 2-Seven 2-Seven 2" (third stopping pattern) (the symbol combination "Seven 2-Seven 2-Seven 2" (third stopping pattern) was aligned on the winning line L1), and therefore the second notification RD2 (second notification; in this example, a display including an image of the Seven 3 symbol, the string "Get!", and an effect image) shown in Figure 13(b-4) was not executed.

[0238] In this example, if, in a game in which the second operation instruction notification (in this example, the second operation instruction notification ID2 shown in Figure 13(a)) is executed, the reels stop in a third stopping pattern (in this example, the symbol combination "Seven 2-Seven 2-Seven 2") where the specific symbols do not line up on all reels, then at least in that game, the second notification (in this example, the second notification RD2 shown in Figure 13(b-4)) will not be executed. This ensures that the notification is given in a way that does not mislead the player, preventing them from misunderstanding and thus preventing a decline in their motivation to play.

[0239] In this example, the third stopping mode is defined as the state in which the third symbol (in this example, the Seven 2 symbol) stops on all reels. However, the present invention is not limited to this, and other symbol combinations that do not include the first symbol that is the target of stopping may also be used.

[0240] Furthermore, the timing for not executing the second notification may be limited to games in which the second operation instruction notification ID2 (second operation instruction notification) is executed and the reels stop in the third stopping pattern, or it may be limited to any game in which the notification is not executed in addition to the game in question.

[0241] <Temporary suspension of the second type of suspension> The state shown in Figure 13(c) is the state in which, in the game in which the second operation instruction notification was executed, the reel animation is being performed in the next game after the reels 110-112 stopped in a stopping pattern other than the second stopping pattern (in this example, one of the first, third, or fourth stopping patterns).

[0242] The gaming machine according to this embodiment is configured such that, after the reels stop in a stopping pattern other than the second stopping pattern, they stop in the second stopping pattern as a reel animation (in this example, the symbol combination "Seven 3-Seven 3-Seven 3").

[0243] For example, as shown in Figure 13(a), if, after executing the second operation instruction notification ID2 in a certain game, the reels 110-112 stop with the symbol combination "Seven 1-Seven 1-Seven 1" (first stop pattern) instead of the second stop pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3") as shown in Figure 13(b-1), the second notification RD2 shown in Figure 13(b-4) is not executed. However, as shown in Figure 13(c), in the next game of a certain game, the reel performance is started when the start lever 135 is pressed, and as part of that reel performance, the reels stop (temporarily stop) with the second stop pattern (in this example, the symbol combination "Seven 3-Seven 3-Seven 3"), and after executing the second notification RD2, the Super AT game is started.

[0244] In this example, since the reels can be stopped in a manner other than the second stopping manner, and then stopped in the second stopping manner, the player's enjoyment can be enhanced. Furthermore, even if the reels stop in a manner other than the second stopping manner during a game, the second notification can be performed in subsequent games of that game, thus surprising the player.

[0245] As described above, the gaming machine according to this embodiment (for example, the slot machine shown in Figure 1) is a gaming machine equipped with reels (for example, reels 110-112 shown in Figure 1), stop operation means (for example, stop buttons 137-139 shown in Figure 1), and notification means (for example, the liquid crystal display device 157 shown in Figure 1, speakers 272, 277 shown in Figure 3, and various lamps), wherein the notification means is a means that may execute a first operation instruction notification (for example, the first operation instruction notification ID1 shown in Figure 12(a)), and the first operation instruction notification suggests a first symbol (for example, the seven 1 symbol) that is the target to stop. The game machine is characterized by comprising: a notification including the first operation instruction notification, wherein the notification means is a means to execute the first notification (for example, the first notification RD1 shown in Figure 12(b-1)) in at least the game when the reels stop in a first stopping pattern (for example, the symbol combination "Seven 1-Seven 1-Seven 1") in the game in which the first operation instruction notification is executed, and the notification means is a means to not execute the first notification in at least the game when the reels stop in a second stopping pattern (for example, the symbol combination "Seven 3-Seven 3-Seven 3") in the game in which the first operation instruction notification is executed.

[0246] According to the gaming machine of this embodiment, when the reels stop in a first stopping pattern during a game in which the first operation instruction notification is performed, the first notification is performed at least during that game. On the other hand, when the reels stop in a second stopping pattern during a game in which the first operation instruction notification is performed, the first notification is not performed at least during that game. This allows for notification to be given in a way that does not mislead the player, preventing the player from misunderstanding and thus preventing a decline in the player's motivation to play.

[0247] Furthermore, the first stopping mode may be a mode in which the first symbol (for example, the Seven 1 symbol) stops on all reels, and the second stopping mode may be a mode in which the second symbol (for example, the Seven 3 symbol) stops on all reels.

[0248] With this configuration, the symbols indicated by the first operation instruction notification can be stopped and displayed, preventing the player from misunderstanding.

[0249] Furthermore, the notification means is a means that, in a game in which the first operation instruction notification is performed, executes a third notification (for example, the third notification RD3 shown in Figure 12(b-3)) in which the reels stop in a third stopping pattern (for example, the symbol combination "Seven 2-Seven 2-Seven 2"), and the third stopping pattern may be a pattern in which the third symbol (for example, the Seven 2 symbol) stops on all reels.

[0250] With this configuration, it is possible to make the player believe that the reels stopped in the first stopping mode in which the first notification is executed, thereby enhancing the player's enjoyment.

[0251] Furthermore, the notification means is a means that, in a game in which the first operation instruction notification is performed, if the reels stop in a fourth stopping pattern (for example, a stopping pattern other than the first, second, or third stopping patterns (so-called scattered patterns)), the first notification is not performed in that game, and the fourth stopping pattern may be a pattern in which all reels stop without any specific symbols (for example, any of the seven 1, seven 2, or seven 3 symbols) being aligned.

[0252] This configuration allows for information to be conveyed in a way that does not mislead players, preventing them from misunderstanding things and thus preventing a decline in their desire to play.

[0253] Furthermore, after the reel stops in the second stopping mode, it may stop in the first stopping mode as a reel animation.

[0254] With this configuration, the reels can be stopped in the first stopping mode after being stopped in the second stopping mode, thereby enhancing the player's enjoyment.

[0255] Furthermore, the notification means may execute a second operation instruction notification (for example, a second operation instruction notification ID2 shown in Figure 13(a)), the second operation instruction notification is a notification that includes an indication of the second symbol to be stopped, the notification means is a means that executes a second notification (for example, a second notification RD2 shown in Figure 13(b-4)) in at least that game if the reels stop in the second stopping pattern (for example, the symbol combination "Seven 3-Seven 3-Seven 3") in the game in which the second operation instruction notification is executed, and the notification means is a means that does not execute the second notification in at least that game if the reels stop in the first stopping pattern (for example, the symbol combination "Seven 1-Seven 1-Seven 1").

[0256] This configuration allows for information to be conveyed in a way that does not mislead players, preventing them from misunderstanding things and thus preventing a decline in their desire to play.

[0257] Furthermore, the first and second operation instruction notifications are not limited to notifications that include suggestions of the symbols to be stopped, but may also include notifications that include, for example, the order in which to press the stop operation means (e.g., "middle → right → left", "middle!!", "press middle", etc.).

[0258] Furthermore, the third or fourth stopping mode may be a mode in which the first symbol (e.g., the Seven 1 symbol) and the second symbol (e.g., the Seven 3 symbol) do not stop on any of the reels.

[0259] Furthermore, all, multiple, or one of the first, second, third, and fourth stopping modes may be composed of a specific character, number, or figure (for example, the number 7).

[0260] With this configuration, the stopping patterns are similar, which can sometimes increase the player's sense of anticipation.

[0261] Furthermore, the system may be equipped with a lottery means capable of internal drawing, and in a game in which a first combination (for example, a single-coin combination (minor combination 6)) is won, the reels may be configured to stop in the first stopping configuration (for example, the "seven 1-seven 1-seven 1" symbol combination) when the stopping operation of the stopping operation means is performed in accordance with the first operation instruction notification (for example, the first operation instruction notification ID1 shown in Figure 12(a)).

[0262] Furthermore, in a game in which a second winning combination (for example, a single-coin winning combination (minor win 8)) is won, the reels may be configured to stop in the second stopping configuration (for example, the "seven 3-seven 3-seven 3" symbol combination) only when the stopping operation of the stopping operation means is performed in accordance with the second operation instruction notification (for example, the second operation instruction notification ID2 shown in Figure 13(a)).

[0263] Furthermore, in a game in which a third combination (for example, a single-coin combination (minor combination 7)) is won, if the stopping operation of the stopping operation means is performed without following the first operation instruction notification (for example, the first operation instruction notification ID1 shown in Figure 12(a)) (or only in this case), the reels may be configured to stop in the third stopping configuration (for example, the symbol combination of "seven 2-seven 2-seven 2").

[0264] <<Embodiment D>> Next, the gaming machine (slot machine) according to Embodiment D will be described using Figures 14 to 16. Note that in cases where terms overlap with other embodiments, the terms in this embodiment take precedence, and in cases where descriptions overlap with drawings other than Figures 14 to 16, the descriptions in Figures 14 to 16 take precedence.

[0265] <Notification methods> Next, prior to explaining the various notifications, we will describe the notification means provided by the slot machine 100. Figure 14(a) is a front view of the slot machine 100 with the power OFF and the setting key switched from OFF to ON.

[0266] <Notification means (display means)> The slot machine 100 is equipped with a display means capable of displaying information as one of its notification means. Examples of the display means provided by the slot machine 100 include the liquid crystal display device (animation image display device) 157 and the setting value display device 101a shown in Figure 14(a), as well as the payout number display device 127, the stored number display device 125, and the game information display device 126 explained using Figure 1. In this example, these display means consist of a liquid crystal display device, an LED, a segment display device, etc.

[0267] <Notification means (sound output means)> The slot machine 100 is equipped with a sound output means capable of outputting sound as one of its notification means. Examples of the sound output means provided by the slot machine 100 include the speakers 272, 277 shown in Figure 14(a).

[0268] <Notification means (light-emitting means)> The slot machine 100 is equipped with a light-emitting means capable of emitting (outputting) light as one of its notification means. Examples of light-emitting means provided by the slot machine 100 include the upper lamp 142, side lamp 144, and title panel (lamp) 162 shown in Figure 14(a), as well as the performance button 190, stop buttons 137-139, start lever 135, and reel backlights (not shown) for each reel 110-112, as explained using Figure 1. In this example, all of these light-emitting means are composed of LEDs.

[0269] Furthermore, the performance button 190, stop buttons (stopping means) 137-139, and start lever 135 also function as operating means that can be operated by the player. In addition, the present invention is also applicable to pachinko machines, and examples of light-emitting means that pachinko machines have include frame lamps, performance buttons, and mechanical devices.

[0270] <Settings Change / Settings Confirmation Mode> Next, before explaining the various notifications, we will explain the settings change and settings confirmation modes.

[0271] In this embodiment, the gaming machine can transition to a state in which setting values ​​can be changed (setting change mode) when the front door 102 (door body) is opened and a certain operation (an operation to turn from off to on) is performed using a setting key provided inside the main unit 101, and the power is turned on (or when the setting key is turned from off to on before a predetermined time has elapsed after the power is turned on (before the control unit checks the on / off state of the setting key)).

[0272] Here, "changing the settings" refers to changing the settings of the gaming machine. In this example, the setting value (one of settings 1 to 6) is displayed on the setting value display device 101a, and each time a press operation by the operating means (setting switch) is detected, the currently set setting value 1 to 6 is updated by adding 1, and when the setting value exceeds 6, it returns to 1. This process is repeated, making it possible to change the setting value.

[0273] Furthermore, in the setting change mode, when a press operation is received by the operating means (in this example, the start lever 135), the setting value is confirmed, and when a certain operation by the setting key is released (in this example, when the setting key is removed after the operation of turning it from on to off), the state in which the setting value can be changed (setting change mode) ends, and the system transitions to the normal game state in which normal gameplay is possible. Note that "releasing a certain operation" is not limited to "the operation of removing the setting key after the operation of turning the setting key from on to off," but may also be "the operation of turning the setting key from on to off."

[0274] If the operating means (start lever 135) is operated without pressing the operating means (setting switch), or if the setting value cycles through once (for example, setting 5 → setting 6 → setting 1 → ... → setting 5) by repeatedly pressing the operating means (setting switch) and the operating means (start lever 135) is operated again, the setting will be the same as the previous setting.

[0275] In this embodiment, the gaming machine can transition to a state where the setting value can be checked (setting check mode) when the front door 102 (door body) is opened, the power is turned on, and a certain operation (an operation to turn from off to on) is performed using a setting key provided inside the main unit 101.

[0276] Here, setting confirmation refers to checking the settings of the gaming machine. In this example, by pressing the operating means (setting switch), the initially set setting (for example, setting 1) or the setting (any of settings 1 to 6) set by changing the setting can be displayed on the setting value display device 101a, thereby allowing the setting to be confirmed.

[0277] Furthermore, in the setting confirmation mode, when a certain operation performed by the setting key is canceled (in this example, the setting key is removed after the operation of turning it from on to off), and the front door 102 is closed, the state in which the setting value can be checked (setting confirmation mode) ends, and the system transitions to the normal game state in which normal gameplay is possible. Note that "canceling a certain operation" is not limited to "the operation of removing the setting key after turning the setting key from on to off," but may also be "the operation of turning the setting key from on to off."

[0278] In this specification, the setting change mode, which allows setting changes, and the setting confirmation mode, which allows setting confirmation, are collectively referred to as the setting change / setting confirmation mode. The setting change / setting confirmation mode includes a setting change mode, which allows only setting changes, a setting confirmation mode, which allows only setting confirmation, and a mode, which allows both setting changes and setting confirmation.

[0279] <Various News> Next, various notifications that can be performed by the gaming machine according to this embodiment will be explained using Figures 14 to 16.

[0280] <Various notifications / First status, First notification> The notification means of the gaming machine according to this embodiment is configured to perform a first notification when it is in a first state in which it is able to accept operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135).

[0281] Here, the first state is when the detection means (in this example, the opening / closing sensor) detects that the door (in this example, the front door 102) is open.

[0282] Figure 14(b) is a front view showing an example in which the first notification is performed in the first state.

[0283] In this example, after an operation (from off to on) has been performed using the setting key, the power is turned on from off, and the system enters a state where settings can be changed (setting change mode). This results in a first state where operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted (in this example, the front door 102 is open and the opening / closing sensor has detected that the front door 102 is open), and the first notification is performed in this first state.

[0284] The notification mode of the first notification is not particularly limited, but in the first notification IF1 of this example, the first display notification IF1a is executed by displaying the string "Settings being changed" in the display area of ​​the liquid crystal display device 157, the first voice notification IF1b is executed by outputting the voice "Settings being changed" from speakers 272 and 277, and the first light emission notification IF1c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0285] Furthermore, since the system has transitioned to a state where settings can be changed, the setting value display device 101a displays a numerical value (1 in this example) indicating the current setting value (setting 1 in this example).

[0286] The notification method for the first notification is not limited to this example, and may include notification by one, more, or all of the following: notification by a display means (liquid crystal display device), notification by a sound output means (speaker), and notification by a light-emitting means (lamp). In addition to these, notification may also be provided by a movable body.

[0287] Furthermore, the first notification is not limited to a notification indicating that a setting change is in progress, but may also be a display that indicates that operations related to setting changes are possible (for example, a display containing the string "Setting changes are possible" or a display containing the string "Setting switch operation is enabled").

[0288] <Various notifications / Second status, Second notification> The notification means of the gaming machine according to this embodiment is configured to perform a second notification when it is in a second state in which it can accept operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135).

[0289] Here, the second state is when the detection means (in this example, the opening / closing sensor) detects that the door (in this example, the front door 102) is closed.

[0290] Figure 14(c) is a front view showing an example of the second notification being performed in the second state.

[0291] In this example, after a certain operation (from off to on) is performed using the setting key, the power is turned on from off, and the system transitions to a state where settings can be changed (setting change mode). Subsequently, the front door 102 is closed, which leads to a second state where operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted (in this example, the front door 102 is closed and the opening / closing sensor has detected the closed state of the front door 102). In this second state, a second notification is performed.

[0292] The notification method for the second notification is not particularly limited, but in the second notification IF2 of this example, the second display notification IF2a is executed by displaying the string "Please open the door with the door key when changing settings" in the display area of ​​the liquid crystal display device 157, the second voice notification IF2b is executed by outputting the voice "Please open the door with the door key when changing settings" from speakers 272 and 277, and the second illumination notification IF2c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0293] Furthermore, after transitioning to a state where settings can be changed, the setting value was changed from setting 1 to setting 2, so the setting value display device 101a displays a numerical value (in this example, 2) indicating the current setting value (in this example, setting 2).

[0294] In this example, the notification means performs a first notification when it is in a first state in which it can accept operations related to setting changes (in this example, when the front door 102 is open and the opening / closing sensor detects that the front door 102 is open), and performs a second notification different from the first notification when it is in a second state in which it can accept operations related to setting changes (in this example, when the front door 102 is closed and the opening / closing sensor detects that the front door 102 is closed). As a result, based on the notification method of the notification means, the staff of the amusement parlor can grasp the state of the amusement machine at the time of setting change and perform the setting change appropriately.

[0295] Furthermore, the first state is when the detection means (in this example, the open / close sensor) detects that the door (in this example, the front door 102) is open, and the second state is when the detection means detects that the door is closed. Since the notification differs depending on whether the door is open or closed, the staff of the amusement parlor can appropriately change the settings. Also, since the notification differs depending on whether the door is open or closed while the amusement parlor is operating, the staff of the amusement parlor may be able to notice the fraudulent activity of a cheater.

[0296] Furthermore, the second state is not limited to the state in which the front door 102 is closed and the opening / closing sensor detects that the front door 102 is closed, but may also be the state in which the front door 102 is open and the opening / closing sensor detects that the front door 102 is closed.

[0297] In this example, in the second state (in this example, the state in which the opening / closing sensor detects that the front door 102 is closed), the door (in this example, the front door 102) may be closed or open. Even if the door is falsely closed by a cheater while the amusement parlor is in operation, the second notification is given, which may allow the amusement parlor staff to notice the cheater's fraudulent activity.

[0298] Furthermore, the notification method for the second notification is not limited to this example, and may be notification by one, more, or all of the following: notification by a display means (liquid crystal display device), notification by a sound output means (speaker), and notification by a light-emitting means (lamp), or notification by a movable body in addition to (or instead of) these.

[0299] Furthermore, the second notification is not limited to notifications that warn about setting changes, but may also include, for example, a display that suggests that operations related to setting changes are not possible (for example, a display containing the string "Setting changes are not possible" or a display containing the string "The setting switch operation is invalid"), or a notification that prompts an operation to enable setting changes (for example, a display containing the string "Please close the door").

[0300] <Settings change operation> Next, we will explain in detail specific examples of setting change operations using Figures 15 and 16.

[0301] To explain the terms used in the diagram, "power switch" refers to the "power switch" explained using Figure 2, "door state" indicates the state of the door (front door 102) (closed or open), and "door sensor" refers to the "open / close sensor (detection means)" explained using Figure 1.

[0302] Furthermore, the "setting key" is the "setting key" explained using Figure 1, the "setting value display means" is the "setting value display device 101a" explained using Figures 1 and 14, and the external centralized terminal board LED is the "external centralized terminal board LED" explained using Figure 1.

[0303] Furthermore, the "liquid crystal display device" is the "liquid crystal display device 157 (display means)" described using Figure 1, the title panel lamp is the title panel lamp 162 (light-emitting means) described using Figure 14, the upper and side lamps are the upper lamp 142 (light-emitting means) and side lamp 144 (light-emitting means) described using Figure 14, and the speakers are the speakers 272 and 277 (sound output means) described using Figures 3 and 14.

[0304] <Example of setting change operation 1> Figure 15(a) is a diagram showing Example 1 of the setting change operation in chronological order.

[0305] <Example of setting change operation 1: Power OFF, Door Closed> The state shown in Figure 15(a)(1) is with the power switch OFF (power OFF), the front door 102 closed, and the setting key OFF.

[0306] In this state, since power is not supplied to the slot machine 100, the setting value display means is not displayed, the external central terminal board LED, LCD display device, title panel lamp, and top / side lamps are all off, and the speaker has stopped producing sound.

[0307] <Example of setting change operation 1: Power OFF, Door closed → Door open, Setting key ON> The state shown in Figure 15(a)(2) is the state shown in Figure 15(a)(1) with the power OFF, door closed, and setting key OFF, but with the front door 102 open and the setting key inside the main unit 101 switched from OFF to ON.

[0308] In this state, the front door 102 changes from a closed state to an open state, and the setting key changes from OFF to ON. Therefore, the power switch is OFF (power OFF), the front door 102 is open, and the setting key is ON. However, since power is not supplied to the slot machine 100, the setting value display means is not displayed, the external centralized terminal board LED, the liquid crystal display device, the title panel lamp, and the top and side lamps are all off, and the speakers have stopped producing sound.

[0309] <Example of setting change operation 1: Power OFF → Power ON, first notification> The state shown in Figure 15(a)(3) is the state in which the power switch is turned from OFF to ON, with the power OFF, door open, and setting key ON, as shown in Figure 15(a)(2).

[0310] In this state, the power switch changes from ON to OFF, and the power changes from OFF to ON. As a result, the door sensor detects that the door is open and changes to ON. The setting value display means displays a numerical value indicating the current setting value (in this example, 1 indicating setting 1), and the external centralized terminal board LED lights up to indicate that the external centralized terminal board is outputting a control signal (in this example, information indicating that the setting is being changed).

[0311] Furthermore, since the system has entered a first state in which it can accept operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) (in this example, the front door 102 is in an open state and the opening / closing sensor has detected that the front door 102 is open), the first notification is executed in this first state.

[0312] Specifically, similar to the first notification IF1 explained using Figure 14(b), the first display notification IF1a is executed by displaying the string "Settings being changed" in the display area of ​​the liquid crystal display device 157, the first audio notification IF1b is executed by outputting the voice message "Settings being changed" from speakers 272 and 277, and the first light emission notification IF1c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0313] <Example of setting change operation 1: Door open, first notification → Door closed, second notification> The state shown in Figure 15(a)(4) is the state shown in Figure 15(a)(3) with the door open, the setting key ON, and the first notification in progress, but with the front door 102 closed.

[0314] In this state, the front door 102 changes from an open state to a closed state, causing the door sensor to detect the door closing and change from ON to OFF. However, the setting value display means continues to display, and the external centralized terminal board LED continues to light up.

[0315] Furthermore, since the system has moved from a first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open) where operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) can be accepted, to a second state (in this example, the front door 102 is closed and the opening / closing sensor has detected the front door 102 being closed), a second notification is performed in the second state.

[0316] Specifically, in this example, similar to the second notification IF2 explained using Figure 14(c), the second display notification IF2a is executed by displaying the string "Please open the door with the door key when changing settings" in the display area of ​​the liquid crystal display device 157; the second voice notification IF2b is executed by outputting the voice message "Please open the door with the door key when changing settings" from speakers 272 and 277; and the second light emission notification IF2c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0317] <Example of setting change operation 1: Door closed, second notification → Door opened, first notification> The state shown in Figure 15(a)(5) is the state in which the front door 102 is open, while the door is closed, the setting key is ON, and the second notification is being executed, as shown in Figure 15(a)(4).

[0318] In this state, the front door 102 changes from a closed state to an open state, and the system has moved from a second state (in this example, the front door 102 is closed and the opening / closing sensor has detected the front door 102 being closed) where operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, to a first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open), and the first notification is performed in the first state.

[0319] Specifically, similar to the first notification IF1 explained using Figure 14(b), the first display notification IF1a is executed by displaying the string "Settings being changed" in the display area of ​​the liquid crystal display device 157, the first audio notification IF1b is executed by outputting the voice message "Settings being changed" from speakers 272 and 277, and the first light emission notification IF1c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0320] <Example of setting change operation 1: Setting change operation while the door is open and the first notification is being executed> The state shown in Figure 15(a)(6) is the state in which a setting change operation has been performed while the door is open, the setting key is ON, and the first notification is being executed, as shown in Figure 15(a)(5).

[0321] In this state, in the first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the first operating means (in this example, the setting switch) has been operated (setting change operation). As a result, while continuing the first notification, the setting value is changed from setting 1 to setting 2, and the setting value display means displays a numerical value indicating the changed setting value (in this example, 2 indicating setting 2).

[0322] <Example of setting change operation 1: Door open, setting key ON, lever operation during the first notification> The state shown in Figure 15(a)(7) is the state after the setting change operation shown in Figure 15(a)(6) has been performed and the start lever 135 has been pressed.

[0323] In this state, the first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open) is in which operations related to setting changes (in this example, the operation to confirm the setting value using the start lever 135) can be accepted. As a result, the first notification is continued, the setting value is confirmed to setting 2, and the setting value display means displays a numerical value (in this example, 0) indicating that the setting value has been confirmed.

[0324] <Example of setting change operation 1: Door open, setting key ON, setting key OFF during the first notification> The state shown in Figure 15(a)(8) is the state after the lever operation shown in Figure 15(a)(7) has been changed from ON to OFF.

[0325] In this state, the setting key changes from ON to OFF (a certain operation performed by the setting key is canceled), which ends the first state (in this example, the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted. The system then transitions to the normal game state in which normal gameplay is possible, the first notification ends, and the setting change completion notification and demo performance begin.

[0326] Specifically, the system signals the end of the settings change mode by outputting the message "Settings changed" from speakers 272 and 277. It then displays a demo animation in the display area of ​​the liquid crystal display device 157, illuminates the upper lamp 142 and side lamp 144 in a demo pattern corresponding to the demo effect, and illuminates the title panel (lamp) 162 in white.

[0327] <Example of setting change operation 1: Door open, setting key OFF → setting key ON> The state shown in Figure 15(a)(9) is the state in which the setting key is turned ON, as shown in Figure 15(a)(8) when the setting key is OFF.

[0328] In the same state, since the setting key has changed from OFF to ON while the power is ON (a certain operation has been performed using the setting key), a third state is reached in which operations related to setting confirmation (in this example, operation of the setting switch or operation of the start lever 135) can be accepted (in this example, the front door 102 is open and the opening / closing sensor has detected that the front door 102 is open), and a setting confirmation notification is performed in this first state.

[0329] Specifically, the LCD display device 157 displays a string of characters including "Checking settings" in its display area to perform a setting confirmation notification display that suggests that setting confirmation is possible. Speakers 272 and 277 output the voice message "Checking settings" to perform a setting confirmation voice notification that suggests that setting confirmation is possible. The upper lamp 142 and side lamp 144 are fully lit to emit blue light, and the title panel (lamp) 162 is lit in blue to perform a setting confirmation light notification that suggests that setting confirmation is possible.

[0330] <Example of setting change operation 2> Figure 15(b) is a time-series diagram showing example 2 of the setting change operation. Note that Figures 15(b)(1) to 15(b)(3), 15(b)(8), and 15(b)(9) represent the same state as Figures 15(a)(1) to 15(a)(3), 15(a)(8), and 15(a)(9), so their explanation is omitted.

[0331] <Example of setting change operation 2 / Door open, setting key ON, setting change operation during the first notification> The state shown in Figure 15(b)(4) is the state in which a setting change operation has been performed while the door is open, the setting key is ON, and the first notification is in progress, as shown in Figure 15(b)(3).

[0332] In this state, in the first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, the first operating means (in this example, the setting switch) has been operated (setting change operation). As a result, while continuing the first notification, the setting value is changed from setting 1 to setting 2, and the setting value display means displays a numerical value indicating the changed setting value (in this example, 2 indicating setting 2).

[0333] <Example of setting change operation 2: Door open, first notification → Door closed, second notification> The state shown in Figure 15(b)(5) is the state in which the front door 102 is closed, with the door open and the setting key ON, as shown in Figure 15(b)(4).

[0334] In this state, the front door 102 changes from an open state to a closed state, causing the door sensor to detect the door closing and change from ON to OFF. However, the setting value display means continues to display, and the external centralized terminal board LED continues to light up.

[0335] Furthermore, since the system has moved from a first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open) where operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) can be accepted, to a second state (in this example, the front door 102 is closed and the opening / closing sensor has detected the front door 102 being closed), a second notification is performed in the second state.

[0336] Specifically, in this example, similar to the second notification IF2 explained using Figure 14(c), the second display notification IF2a is executed by displaying the string "Please open the door with the door key when changing settings" in the display area of ​​the liquid crystal display device 157; the second voice notification IF2b is executed by outputting the voice message "Please open the door with the door key when changing settings" from speakers 272 and 277; and the second light emission notification IF2c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0337] <Example of setting change operation 2: Door closed, setting key ON, lever operation during the second notification> The state shown in Figure 15(b)(6) is the state in which the start lever 135 is pressed while the door is closed, the setting key is ON, and the second notification is sounding, as shown in Figure 15(b)(5).

[0338] In the same state, a second state (in this example, the front door 102 is closed and the opening / closing sensor has detected the front door 102 being closed) in which operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) can be accepted, has been performed on the first operating means (in this example, operation to confirm the setting value using the start lever 135). As a result, the second notification continues, the setting value is confirmed to setting 2, and the setting value display means displays a numerical value (in this example, 0) indicating that the setting value has been confirmed.

[0339] In this example, when the first operating means is operated (in this example, by the start lever 135 to confirm the set value) in the first state (in this example, when the opening / closing sensor detects that the front door 102 is open), the operation is accepted. When the first operating means is operated (in this example, by the start lever 135 to confirm the set value) in the second state (in this example, when the opening / closing sensor detects that the front door 102 is closed), the operation is accepted.

[0340] In this example, since operations using the first operating means are accepted regardless of whether the state is the first or the second, it is possible to improve convenience for the staff of the amusement parlor.

[0341] Furthermore, in this example, a first notification (first notification IF1 shown in Figure 14(b) in this example) is executed before and after the operation of the first operating means in the first state (in this example, the state in which the opening / closing sensor detects that the front door 102 is open), and a second notification (second notification IF2 shown in Figure 14(c) in this example) is executed before and after the operation of the first operating means in the first state.

[0342] In this example, since the same notification is given before and after the operation of the first operating means is performed, the arcade staff can understand the status of the gaming machine and perform the setting change appropriately.

[0343] <Example of setting change operation 2: Door closed, second notification → Door opened, first notification> The state shown in Figure 15(b)(7) is the state after the lever operation shown in Figure 15(b)(6) has been opened, with the front door 102 open.

[0344] In this state, the front door 102 changes from a closed state to an open state, and the system has moved from a second state (in this example, the front door 102 is closed and the opening / closing sensor has detected the front door 102 being closed) where operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted, to a first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open), and the first notification is performed in the first state.

[0345] Specifically, similar to the first notification IF1 explained using Figure 14(b), the first display notification IF1a is executed by displaying the string "Settings being changed" in the display area of ​​the liquid crystal display device 157, the first audio notification IF1b is executed by outputting the voice message "Settings being changed" from speakers 272 and 277, and the first light emission notification IF1c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0346] <Example of setting change operation 3> Figure 16(a) is a time-series diagram showing example 3 of the setting change operation. Note that Figures 16(a)(3), 10 to 11 are the same as Figures 15(b)(3), 8 to 9, and therefore their explanation is omitted.

[0347] <Example of setting change operation 3: Door open, door sensor ON → Door sensor OFF, second notification> The state shown in Figure 16(a)(4) is the state in which the front door 102 is open while the door sensor is forcibly turned OFF, as shown in Figure 16(a)(3) with the door open and the setting key ON.

[0348] In this state, when the front door 102 is open, a light-shielding piece of a certain length is inserted between the light-emitting and light-receiving parts of the door sensor of the main unit 101 and secured with tape or the like, thereby blocking the light from the light-emitting part of the door sensor of the main unit 101. As a result, even though the front door 102 is open, the detection state of the door sensor is forcibly changed to a closed detection state (pseudo-closed door). Therefore, the door sensor detects that the door is closed and changes from ON to OFF, but the setting value display means continues to display, and the external centralized terminal board LED continues to light up.

[0349] Furthermore, since the system has moved from a first state (in this example, the front door 102 is open and the opening / closing sensor has detected that the front door 102 is open) where operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) can be accepted, to a second state (in this example, the front door 102 is open and the opening / closing sensor has detected that the front door 102 is closed), a second notification is performed in the second state.

[0350] Specifically, in this example, similar to the second notification IF2 explained using Figure 14(c), the second display notification IF2a is executed by displaying the string "Please open the door with the door key when changing settings" in the display area of ​​the liquid crystal display device 157; the second voice notification IF2b is executed by outputting the voice message "Please open the door with the door key when changing settings" from speakers 272 and 277; and the second light emission notification IF2c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0351] <Example of setting change operation 3 / Simulated door closure, setting change operation during second notification> The state shown in Figure 16(a)(5) is the state in which a setting change operation has been performed during the pseudo-closed door and second notification shown in Figure 16(a)(4).

[0352] In the same state, in the second state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 is closed), which is capable of accepting operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135), the first operating means (in this example, the setting switch) has been operated (setting change operation). As a result, while continuing the second notification, the setting value is changed from setting 1 to setting 2, and the setting value display means displays a numerical value indicating the changed setting value (in this example, 2, indicating setting 2).

[0353] <Example of setting change operation 3 / Simulated door closing, lever operation during second notification> The state shown in Figure 16(a)(6) is the state after the setting change operation shown in Figure 16(a)(5) has been performed and the start lever 135 has been pressed.

[0354] In the same state, in the second state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 is closed), which is capable of accepting operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135), the first operating means (in this example, the start lever 135) has been operated (an operation to confirm the setting change). As a result, the second notification continues, the setting value is confirmed to setting 2, and the setting value display means displays a numerical value (in this example, 0) indicating that the setting value has been confirmed.

[0355] <Example of setting change operation 3 / Simulated door closure, setting key OFF during second notification> The state shown in Figure 16(a)(7) is the state after the lever operation shown in Figure 16(a)(6) has been changed from ON to OFF.

[0356] In the same state, in the second state (in this example, the front door 102 is open and the opening / closing sensor detects the front door 102 is closed), after the operation of the first operating means (in this example, the start lever 135) (the operation to confirm the setting change) is performed, the operation of the second operating means (in this example, the operation to turn the setting key from ON to OFF) is performed. As a result, the operation of the second operating means is not accepted, and the setting change mode is maintained while the second notification continues (it is not possible to exit the setting change mode).

[0357] In this example, when the first operating means is operated (in this example, the operation to confirm the set value using the start lever 135) in the first state (in this example, the state in which the opening / closing sensor detects that the front door 102 is open), and then the second operating means is operated (in this example, the operation to turn the setting key from ON to OFF), the operation of the second operating means is accepted. On the other hand, when the second operating means is operated (in this example, the operation to turn the setting key from ON to OFF) in the second state (in this example, the state in which the opening / closing sensor detects that the front door 102 is closed), and then the first operating means is operated (in this example, the operation to confirm the set value using the start lever 135), the operation of the second operating means is not accepted.

[0358] In this example, since the operation of the second control device is not accepted in the second state, the staff of the amusement parlor can understand that the operation of the second control device is not accepted in the second state, and can also understand the current state by whether or not the operation of the second control device is accepted.

[0359] Furthermore, the notification means may continue to perform the second notification even if the second operating means is operated (the setting key is turned from ON to OFF) while the second notification is being performed. In this example, even if a cheater operates the setting key while the amusement parlor is open for business, the second notification will be made, which may allow the amusement parlor staff to notice the cheater's fraudulent activity.

[0360] Furthermore, the notification means may continue to perform the second notification even if the second operating means is operated (e.g., the setting key is removed) while the second notification is being performed. In this example, even if the setting key is removed by a cheater while the amusement parlor is in operation, the second notification is still given, which may allow the amusement parlor staff to become aware of the cheater's fraudulent activity.

[0361] <Example of setting change operation 3: Simulated door closure, setting key OFF → setting key ON during second notification> The state shown in Figure 16(a)(8) is the state in which the setting key is turned ON, as shown in Figure 16(a)(7) when the setting key is OFF.

[0362] In the same state, in the second state (in this example, the front door 102 is open and the opening / closing sensor detects the front door 102 is closed), after the operation of the first operating means (in this example, the start lever 135) (the operation to confirm the setting change) is performed, the operation of the second operating means (in this example, the operation to turn the setting key from OFF to ON) is performed. As a result, the operation of the second operating means is not accepted, and the setting change mode is maintained while the second notification continues.

[0363] <Example of setting change operation 3 / Door simulated closing, second notification in progress → Door open, first notification> The state shown in Figure 16(a)(9) is the state in which the front door 102 is open during the pseudo-closed state of the door and the second notification shown in Figure 16(a)(8).

[0364] In this state, the front door 102 changes from a closed state to an open state, and the system returns from a second state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being closed) that can accept operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) to a first state (in this example, the front door 102 is open and the opening / closing sensor has detected the front door 102 being open), and the first notification is performed in the first state.

[0365] Specifically, similar to the first notification IF1 explained using Figure 14(b), the first display notification IF1a is executed by displaying the string "Settings being changed" in the display area of ​​the liquid crystal display device 157, the first audio notification IF1b is executed by outputting the voice message "Settings being changed" from speakers 272 and 277, and the first light emission notification IF1c is executed by fully illuminating the upper lamp 142 and side lamp 144 to emit white light, and illuminating the title panel (lamp) 162 in white.

[0366] <Example of setting change operation 4> Figure 16(b) is a time-series diagram showing example 4 of the setting change operation. Note that Figures 16(b)(1) to 16(b)(7) represent the same state as Figures 15(a)(1) to 15(a)(7), so their explanation is omitted.

[0367] <Example of setting change operation 4 / Error occurred> The state shown in Figure 16(b)(0) is a state in which an error (the first error) has occurred.

[0368] In this state, with the power ON, the door open, and the setting key OFF, an error occurs, and therefore an error notification indicating that an error has occurred is executed.

[0369] Specifically, the error notification is performed by displaying an error message in the display area of ​​the liquid crystal display device 157 (in this example, a message including the string "First error occurred"), outputting an error sound from speakers 272 and 277 (in this example, the voice message "First error occurred"), lighting the upper lamp 142 and side lamp 144 in an error notification manner (in this example, flashing red) to indicate that the first error has occurred, and displaying an error code on the payout display 127.

[0370] Here, possible errors (first type of error) that may occur in slot machine 100 include abnormal medal insertion 1-4, abnormal medal payout 1-3, overflow abnormality, RAM failure, and abnormal medal entry.

[0371] Coin insertion error 1 occurs when inserted coins become stuck, and the corresponding error code is, for example, E1. Coin insertion error 1 is resolved when the cause of the error is removed and the error clear switch (setting switch in this example) is operated. Coin insertion error 2 occurs when the number of inserted coins exceeds the specified number, and the corresponding error code is, for example, E2. Coin insertion error 2 is resolved by changing the setting value or clearing the RAM.

[0372] Coin insertion error 3 occurs when either insertion sensor 1 or insertion sensor 2 is turned on outside of the coin insertion process, and the corresponding error code is, for example, E3. Coin insertion error 4 occurs when the inserted coin does not pass through insertion sensor 1 and insertion sensor 2 properly, and the corresponding error code is, for example, EA. Coin insertion error 3 and coin insertion error 4 are resolved when the error clear switch (setting switch in this example) is operated after the cause of the error has been removed.

[0373] Medal dispensing error 1 occurs when no medals are dispensed for a certain period of time while the medal dispensing device is running, and the corresponding error code is, for example, E4. Medal dispensing error 2 occurs when medals are stuck while the medal dispensing device is running, and the corresponding error code is, for example, E5. Medal dispensing error 3 occurs when either dispensing sensor 1 or dispensing sensor 2 is turned on outside of medal dispensing processing, and the corresponding error code is, for example, E5. Medal dispensing errors 1 to 3 are all resolved when the error clear switch (setting switch in this example) is operated after the cause of the error has been removed.

[0374] An overflow error occurs when the overflow terminal of the medal auxiliary storage unit is turned ON, and the corresponding error code is, for example, E7. The overflow error is resolved when the error release switch (in this example, the setting switch) is operated after the cause of the error has been removed. A RAM failure occurs when an abnormality is detected by checking RAM 308, and the corresponding error code is, for example, E8. The RAM failure is resolved when the error release switch (in this example, the setting key) is operated. A prize entry error occurs when a prize different from the prize determined by the internal lottery is awarded after reels 110-112 have stopped, and the corresponding error code is, for example, E9. The prize entry error is resolved when the error release switch (in this example, the setting switch) is operated.

[0375] Furthermore, the gaming machine according to the present invention is not limited to a slot machine 100, but can also be applied to a pachinko machine. Examples of errors that may occur in a pachinko machine (first errors) include, for example, a lower tray full error, a payout device error, an overpayout error, an illegal payout error, a main control unit communication error, a magnetic anomaly error, a magnetic field anomaly error, a frame release error, a RAM clear error, and an impact sensor error. These errors are also resolved when the error release switch is operated after the cause of the error has been removed.

[0376] <Example of setting change operation 4 / Error occurs, setting key ON, setting key OFF during the first notification> The state shown in Figure 16(b)(8) is the state after the lever operation shown in Figure 16(b)(7) has been changed from ON to OFF.

[0377] In this state, the setting key changes from ON to OFF (a certain operation performed by the setting key is canceled), which ends the first state (in this example, the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch or operation of the start lever 135) can be accepted. The system then transitions to the normal game state in which normal gameplay is possible, the first notification ends, and the error notification that was interrupted in the setting change mode resumes.

[0378] Specifically, the error notification is performed by displaying an error message in the display area of ​​the liquid crystal display device 157 (in this example, a message including the string "First error occurred"), outputting an error sound from speakers 272 and 277 (in this example, the voice message "First error occurred"), lighting the upper lamp 142 and side lamp 144 in an error notification manner (in this example, flashing red) to indicate that the first error has occurred, and displaying an error code on the payout display 127.

[0379] <Example of setting change operation 4 / Error occurs, setting key OFF → Error resolved> The state shown in Figure 16(b)(9) is the state after the error occurred and the setting key was turned OFF, as shown in Figure 16(b)(8), and the reset switch was turned ON.

[0380] In this state, the error is resolved and the reset switch changes from OFF to ON. This ends the first state (in this example, the front door 102 is open and the opening / closing sensor has detected that the front door 102 is open) in which operations related to setting changes (in this example, operation of the setting switch and operation of the start lever 135) can be accepted. The system then transitions to a normal game state in which normal gameplay is possible, the error notification ends, and the setting change completion notification and demo performance begin.

[0381] Specifically, the system signals the end of the setting change mode by outputting the message "Settings changed" from speakers 272 and 277. It then displays a demo animation in the display area of ​​the liquid crystal display device 157, illuminates the upper lamp 142 and side lamp 144 in a demo pattern, and illuminates the title panel (lamp) 162 in white.

[0382] As described above, the gaming machine according to this embodiment (for example, the slot machine shown in Figure 1) is a gaming machine equipped with notification means (for example, the liquid crystal display device 157 shown in Figure 1, the speakers 272, 277 shown in Figure 3, and various lamps), and the notification means, in a first state (for example, when the front door 102 is open and the opening / closing sensor detects that the front door 102 is open), provides a first notification (for example, Figure 14(b) The gaming machine may be characterized in that it is a means for executing a first notification IF1) shown in Figure 14(c), and the notification means is a means for executing a second notification (for example, a second notification IF2 shown in Figure 14(c)) in a second state in which an operation related to setting changes can be accepted (for example, a state in which the front door 102 is in a closed state and the opening / closing sensor has detected the closed state of the front door 102, or a state in which the front door 102 is in an open state and the opening / closing sensor has detected the closed state of the front door 102), and the second notification is different from the first notification.

[0383] According to the gaming machine of this embodiment, based on the notification method provided by the notification means, the staff of the gaming parlor can understand the state of the gaming machine when the settings are changed and can perform the setting change appropriately.

[0384] Furthermore, the device may be equipped with a first operating means (for example, a start lever 135), and when the first operating means is operated in the first state (for example, an operation to confirm a set value using the start lever 135), the operation is accepted, and when the first operating means is operated in the second state, the operation is accepted.

[0385] With this configuration, operations using the first operating means can be accepted regardless of whether the system is in the first or second state, thus improving convenience for the staff of the amusement parlor.

[0386] Furthermore, the device may be equipped with a second operating means (for example, a setting key), wherein if an operation of the first operating means (for example, an operation to confirm the setting value using the start lever 135) is performed in the first state, and then an operation of the second operating means (for example, an operation to turn the setting key from ON to OFF) is performed, the operation of the second operating means is accepted, and if an operation of the second operating means is performed in the second state after an operation of the first operating means is performed, the operation of the second operating means is not accepted.

[0387] With this configuration, in the second state, the operation of the second control device is not accepted. Therefore, the staff of the amusement parlor can understand that the operation of the second control device is not accepted in the second state, and can also understand the current state based on whether or not the operation of the second control device is accepted.

[0388] Furthermore, the notification means may be a means for performing the first notification before and after the operation of the first operating means (for example, the operation to confirm the set value by the start lever 135) is performed in the first state, and the notification means may also be a means for performing the second notification before and after the operation of the first operating means is performed in the first state.

[0389] With this configuration, the same notification is issued before and after the operation of the first control device, allowing the arcade staff to understand the status of the gaming machine and make appropriate setting changes.

[0390] Furthermore, the system may be equipped with a detection means (e.g., an open / close sensor) for detecting the open / closed state of a door (e.g., a front door 102), wherein the first state is a state in which the detection means has detected the door to be open, and the second state is a state in which the detection means has detected the door to be closed.

[0391] With this configuration, the notification will differ depending on whether the door is open or closed, allowing the staff of the amusement parlor to properly change the settings. Also, because the notification will differ depending on whether the door is open or closed while the amusement parlor is operating, the staff of the amusement parlor may be able to detect the fraudulent activities of a cheater.

[0392] Furthermore, in the second state, the door may be closed, or in the second state, the door may be open.

[0393] With this configuration, even if the door is faking its closure while the arcade is open, a second notification will be issued, which may allow arcade staff to detect the fraudulent activity.

[0394] Furthermore, the first notification is not limited to a notification indicating that a setting change is in progress, but may also be a display that indicates that operations related to setting changes are possible (for example, a display containing the string "Setting changes are possible" or a display containing the string "Setting switch operation is enabled").

[0395] In addition, the first notification may, in addition to (or instead of) a notification indicating that a setting change is being made, also perform a notification indicating that the opening / closing sensor has detected that the door is open (for example, a display containing the text "Door is open," an audio output such as "Door is open," or the flashing of various lights).

[0396] Furthermore, the second notification is not limited to notifications that warn about setting changes, but may also include, for example, a display that suggests that operations related to setting changes are not possible (for example, a display containing the string "Setting changes are not possible" or a display containing the string "The setting switch operation is invalid"), or a notification that prompts an operation to enable setting changes (for example, a display containing the string "Please close the door").

[0397] In addition, the second notification may include (or replace) a notification that warns about setting changes, as well as a notification that indicates the door is closed (for example, a display containing text such as "Door closing" or "Door simulating closing," or an audio output such as "Door closing" or "Door simulating closing," or flashing of various lights).

[0398] Furthermore, the first operating means is not limited to the start lever 135 or the setting switch, but may be other operating means such as a performance button, and the second operating means is not limited to the setting key, but may be other operating means such as a reset switch.

[0399] Furthermore, even if an error occurs in the gaming machine (for example, a medal insertion error 1-4, a medal payout error 1-3, an overflow error, a RAM failure, a prize winning error, etc.), the notification means may, in a first state where it can accept operations related to setting changes (for example, operation of the setting switch or operation of the start lever 135) (for example, when the front door 102 is open and the opening / closing sensor detects that the front door 102 is open), execute the first notification (for example, the first notification IF1 shown in Figure 14(b)) without executing an error notification.

[0400] With this configuration, the first notification can be prioritized over error notifications, improving convenience for the staff of the amusement parlor.

[0401] Furthermore, even if an error occurs in the gaming machine (for example, a medal insertion error 1-4, a medal payout error 1-3, an overflow error, a RAM failure, a prize winning error, etc.), the notification means may execute the second notification (for example, the second notification IF2 shown in Figure 14(c)) in a second state in which it is capable of accepting operations related to setting changes (for example, a state in which the front door 102 is closed and the opening / closing sensor detects that the front door 102 is closed, or a state in which the front door 102 is open and the opening / closing sensor detects that the front door 102 is closed).

[0402] With this configuration, the first notification can be prioritized over error notifications, improving convenience for the staff of the amusement parlor.

[0403] Furthermore, in the state in which the aforementioned error has occurred, if the system transitions to the first state (for example, the front door 102 is open and the opening / closing sensor detects that the front door 102 is open) or the second state (for example, the front door 102 is closed and the opening / closing sensor detects that the front door 102 is closed, or the front door 102 is open and the opening / closing sensor detects that the front door 102 is closed), and then, after the first state or the second state has ended, the notification means may, instead of the first notification or the second notification, perform an error notification that suggests the aforementioned error has occurred (for example, an error display that suggests an error has occurred, output of an error sound that suggests an error has occurred, or lighting up a lamp in an error notification manner that suggests an error has occurred).

[0404] With this configuration, errors can be reliably handled after performing configuration changes.

[0405] <<Other Embodiments>> The following describes in detail the gaming machines to which the present invention can be applied (for example, revolving gaming machines such as slot machine 100 and pinball gaming machines such as pachinko machines) using Figures 17 to 32. In principle, the reference numerals shown in Figures 17 to 32 will be used only in the explanation using Figures 17 to 32, and even if there are duplicate reference numerals shown in other drawings, the reference numerals shown in Figures 17 to 32 will take precedence in the explanation using Figures 17 to 32.

[0406] Figure 17 is an external perspective view of the slot machine 100 as seen from the front (player side).

[0407] The slot machine 100 shown in Figure 17 is a gaming machine in which a predetermined number of gaming tokens are inserted, and multiple reels, each adorned with multiple types of symbols, begin to rotate when a predetermined rotation start command is received. Based on the receipt of this rotation start command, the machine determines whether or not one of the multiple types of winning combinations has been internally won by lottery. Each of the multiple reels stops rotating individually when a predetermined rotation stop command is received. If the conditions determined by the winning combination and the combination of symbols when the multiple reels stop match predetermined payout conditions, the gaming tokens are paid out and the game ends. If the conditions do not match, the game ends without paying out any gaming tokens. This payout of gaming tokens is sometimes referred to as profit. Furthermore, things that make it easier to obtain this profit are sometimes referred to as perks.

[0408] This slot machine 100 comprises a main body 101 and a front door 102 attached to the front of the main body 101, which can be opened and closed relative to the main body 101. The front door 102 is a door member that is rotatably attached to the main body 101. The front door 102 is equipped with a locking function so that only employees of the amusement parlor can open the front door 102.

[0409] Inside the central part of the main body 101 (not shown), there are three reels (left reel 110, middle reel 111, and right reel 112) with multiple types of patterns arranged on their outer surfaces, configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.

[0410] Each design is printed at equal intervals in appropriate numbers on a strip-shaped member, and these strip-shaped members are attached to a predetermined circular cylindrical frame to form each reel 110 to 112. From the player's perspective, approximately three designs are displayed vertically through the design display window 113 on the reels 110 to 112, so that a total of nine designs are visible.

[0411] Figure 18 shows an example of a line.

[0412] To explain in detail using Figure 18, the symbol displayed in the upper position of the left reel 110 (position 1 in the figure) is the left reel upper symbol, the symbol displayed in the middle position of the left reel 110 (position 4 in the figure) is the left reel middle symbol, the symbol displayed in the lower position of the left reel 110 (position 7 in the figure) is the left reel lower symbol, the symbol displayed in the upper position of the middle reel 111 (position 2 in the figure) is the middle reel upper symbol, the symbol displayed in the middle position of the left reel 111 (position 5 in the figure) is the middle reel middle symbol, and the middle reel 111 The symbol displayed in the lower position (position 8 in the diagram) is called the lower middle reel symbol, the symbol displayed in the upper position (position 3 in the diagram) of the right reel 112 is called the upper right reel symbol, the symbol displayed in the middle position (position 6 in the diagram) of the right reel is called the middle right reel symbol, and the symbol displayed in the lower position (position 9 in the diagram) of the right reel is called the lower right reel symbol. Each of the symbols on reels 110 to 112 is displayed three times vertically on each reel, for a total of nine symbols, through the symbol display window 113. By rotating each of the reels 110 to 112, the combination of symbols visible to the player changes. In other words, each of the reels 110 to 112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, while the slot machine 100 shown in Figure 17 has three reels located inside the center of the machine, the number of reels and their placement are not limited to this.

[0413] A backlight (not shown) is positioned on the back of each reel 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113. The backlight is shielded for each symbol to ensure even illumination of each symbol. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting unit and a light-receiving unit is provided near each reel 110 to 112. A light-shielding piece (not shown) of a certain length, provided on the reel, passes between the light-emitting and light-receiving units of this optical sensor (index sensor 730 shown in Figure 20). Based on the detection results of this sensor, the position of the symbols on the reels is determined, and the reels 110 to 112 are stopped so that the desired symbols are displayed on the active line.

[0414] The active line indicator lamp 120 is a lamp that indicates the active line 114. An active line is a line where it is determined whether or not a combination of symbols corresponding to a winning combination, as explained later in Figure 17, is displayed (a line where a winning combination is determined). If a symbol corresponding to an internal winning combination stops on this active line, a winning combination is determined. Here, a line is defined as an area within the display window 113 that corresponds to one symbol for each of the reels 110 to 112. Lines other than active lines where a winning combination is not determined are called invalid lines.

[0415] Figure 18 shows five lines: the middle line L1, consisting of the middle symbols on the left reel, the middle symbols on the middle reel, and the middle symbols on the right reel; the downward line L2, consisting of the upper symbols on the left reel, the middle symbols on the middle reel, and the lower symbols on the right reel; the upward line L3, consisting of the lower symbols on the left reel, the middle symbols on the middle reel, and the upper symbols on the right reel; the upper line L4, consisting of the upper symbols on the left reel, the upper symbols on the middle reel, and the upper symbols on the right reel; and the lower line L5, consisting of the lower symbols on the left reel, the lower symbols on the middle reel, and the lower symbols on the right reel. These lines are just examples; any line that defines a region for one symbol for each of the reels 110 to 112 is acceptable, for example, the line consisting of the upper symbols on the left reel, the lower symbols on the middle reel, and the upper symbols on the right reel. Of the lines shown in Figure 30, the upper line L4 is used as the active line in this embodiment. The number of active lines is predetermined by the number of tokens bet as the game medium. The slot machine 100 in this embodiment is a machine that only allows betting 3 tokens. When the number of tokens inserted is less than 3, none of the lines are active. When 3 tokens are bet, line L4 becomes active (becomes available as an active line). Once a line is active, the game can be started by operating the start lever 135. Note that the number of active lines is not limited to one. For example, three lines, the middle line L1, the downward-sloping line L2, and the upward-sloping line L3, may be used as active lines, or a number of active lines corresponding to the number of bets may be used.

[0416] The notification lamp 123 is a lamp that informs the player, for example, that they have internally won a specific winning combination (specifically, a special combination) in the internal lottery described later, or that they are in a special game state described later. The coin insertion lamp 124 is a lamp that informs the player that they can insert coins. The replay lamp 122 is a lamp that informs the player that they can replay the current game (no coin insertion is required) if they won a replay combination (details described later), which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for visual effects.

[0417] The bet buttons 130 to 132 are buttons for inserting a predetermined number of tokens (called credits) electronically stored in the slot machine 100. In this embodiment, one token is inserted each time bet button 130 is pressed, two tokens are inserted when bet button 131 is pressed, and three tokens are inserted when bet button 132 is pressed. Hereinafter, bet button 132 will also be called the MAX bet button. The game token insertion lamp 129 lights up a number of lamps corresponding to the number of tokens inserted, and when the predetermined number of tokens has been inserted, the game start lamp 121 lights up to indicate that the game can be started.

[0418] The medal slot 141 is where the player inserts medals to start playing. That is, medals can be inserted electronically using the bet buttons 130 to 132, or by actually inserting medals into the medal slot 141 (insertion operation). Insertion includes both methods.

[0419] The stored tokens indicator 125 is a display for showing the number of tokens electronically stored in the slot machine 100. The game information indicator 126 is a display for showing various internal information (for example, the number of tokens paid out during bonus gameplay) numerically. The payout tokens indicator 127 is a display for showing the number of tokens paid out to the player as a result of winning a prize. The stored tokens indicator 125, the game information indicator 126, and the payout tokens indicator 127 are 7-segment (SEG) displays.

[0420] The start lever 135 is a lever-type switch used to start the rotation of reels 110 to 112. That is, by inserting the desired number of tokens into the token slot 141 or by operating the bet buttons 130 to 132 and then operating the start lever 135, the reels 110 to 112 will start to rotate. The operation of the start lever 135 is called the game start operation.

[0421] The stop button unit 136 is equipped with stop buttons 137 to 139, consisting of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 135, and are associated with each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations on the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next stop operation being the second stop operation, and the last stop operation being the third stop operation. The reels that are stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the sequence in which the stop buttons 137 to 139 are pressed to stop all of the rotating reels 110 to 112 is called the operation sequence or pressing order. Moreover, the operation sequence in which the first stop operation is the left reel 110 is called the "forward pressing operation sequence" or simply "forward pressing," and the operation sequence in which the first stop operation is the right reel 112 is called the "reverse pressing operation sequence" or simply "reverse pressing." In addition, a light-emitting element may be provided inside each of the stop buttons 137 to 139, and if the stop buttons 137 to 139 can be operated, the light-emitting element can be illuminated to inform the player.

[0422] The medal return button 133 is a button to be pressed to remove medals if they become jammed. The settlement button 134 is a button to settle the medals electronically stored in the slot machine 100 and the medals that have been bet, and to dispense them from the medal payout opening 155.

[0423] The front door 102 is also provided with a keyhole 140. Inserting a key into this keyhole 140 and turning the inserted key to the right unlocks the door, while turning it to the left locks it. The slot machine 100 is equipped with an open sensor 294 (see Figure 19(a)) that detects when the front door 102 is open. This open sensor 294 detects when the front door 102 is open by detecting an opening / closing piece that protrudes when the front door 102 is opened.

[0424] Furthermore, a first chance button 165 and a second chance button 166 are provided between the bet button 132 and the medal slot 141. The first chance button 165 has a built-in first effect lamp, and the second chance button 166 has a built-in second effect lamp. Both the first chance button 165 and the second chance button 166 are means of operation that the player operates during the game's effects. In addition, a left button 167 is provided to the left of the second chance button 166, and a right button 168 is provided to the right. By operating the left button 167 and the right button 168, it may be possible to move the cursor displayed on the effect image display device 157, and in such cases, the second chance button 166 may function as a confirmation button.

[0425] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and attaching various certification labels. This title panel 162 is illuminated from the back by a title panel lamp 164. Below the title panel 162 are a medal payout opening 155 and a medal tray 161.

[0426] The sound hole 145 located at the bottom is a hole for outputting sound from the bass speaker 277 (see Figure 19) to the outside. The left side lamp 144L located on the left side of the front door 102 and the right side lamp 144R located on the right side are decorative lamps to enhance the gaming experience. A performance device 160 is located at the top of the front door 102, and a sound hole 143 is also provided at the top of the performance device 160. This sound hole 143 is a hole for outputting sound from the upper speaker 272 (see Figure 19) to the outside. The display device 160 includes a shutter (shielding device) 163 consisting of two horizontally opening and closing shutters, a right shutter 163a and a left shutter 163b, and a display image display device 157 positioned behind the shutter 163. When the right shutter 163a and left shutter 163b open horizontally outward in front of the display image display device 157, the display screen of the display image display device 157 appears on the front (player side) of the slot machine 100. The display image display device 157 is a liquid crystal display device, but any display device capable of displaying various display images and various game information is acceptable, such as a multi-segment display (7-segment display), dot matrix display, organic EL display, plasma display, reel (drum), or a display device consisting of a projector and screen. The display screen is rectangular and configured so that the entire screen is visible to the player. In the slot machine 100 shown in Figure 17, the display screen is rectangular, but it may also be square. Furthermore, decorative elements (not shown) can be placed around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by these elements, resulting in the display screen appearing to have an irregular shape. In addition, although the display screen is a flat surface, it may also be a curved surface.

[0427] In this specification, what has been referred to as a lamp is merely one example of a light-emitting means. In addition to using LEDs as light sources, any device that emits light, such as fluorescent lamps or cold cathode tubes, may also be referred to as a lamp. Any device that emits light is considered an example of a light-emitting means.

[0428] Figure 19 is a diagram showing the internal configuration of the slot machine 100. Figure 19(a) is a front view showing the slot machine 100 with the front door 102 open, and Figure 19(b) is an enlarged view of the door relay board 290 installed in the front door 102.

[0429] The main body 101 is a box-shaped structure enclosed by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a rear panel 242, with an opening at the front. Inside the main body 101, a main control board storage case 210, which houses the main control board 300B (see Figure 9), is positioned so as not to overlap with the ventilation opening 249 provided on the upper part of the rear panel 242. Below this main control board storage case 210, a reel unit 700 equipped with three reels 110 to 112 is positioned. To the side of the main control board storage case 210 and the reel unit 700, i.e., on the left side panel 260, a sub-control board storage case 220, which houses the sub-control board 400B (see Figure 25), is provided. A first selection switch 190 is provided in the sub-control board storage case 220. Since the first selection switch 190 is located inside the main body 101, a person who can unlock the front door 102 (for example, an employee of a gaming parlor) can operate it by opening the front door 102, but a person who cannot unlock the front door 102 (for example, a player) cannot operate it. In other words, the first selection switch 190 is located in a position that cannot be operated by a player. Details of the first selection switch 190 will be described later. Also, an external centralized terminal board 248, which is connected to the main control board 300B (see Figure 25) and outputs information of the slot machine 100 to an external device, is attached to the right side panel 260.

[0430] Furthermore, a setting key switch 281 is provided on the right side of the reel unit 700 for changing the game mode (also called the setting value) of the slot machine 100 and for confirming the changed setting value. Here, the setting value is a value used to adjust the ratio of the total number of game media paid out by the game machine to the total number of game media used by the player as bets when playing for a predetermined period of time, and is what is called the "payout rate". Multiple setting values ​​are possible, for example, from setting "1" to setting "6".

[0431] The setting key switch 281 is a key switch that is electrically turned ON / OFF by inserting a predetermined setting key (not shown) and rotating it. Specifically, when a predetermined setting key is inserted into the setting key switch 281 and rotated to the right, the setting key switch sensor provided on the setting key switch 281 detects the ON state, and when rotated to the left, the setting key switch sensor detects the OFF state.

[0432] A hopper unit 180 (a device that dispenses medals accumulated in a bucket) is installed on the bottom plate 264, and above the hopper unit 180, that is, below the reel unit 700, a power supply unit 252 having a power control board 252B (see Figure 25) is installed, and a power switch 244 is installed on the front of the power supply unit 252. The power switch 244 is a toggle switch electrically connected to the power supply unit 252. This power switch 244 can be used to turn the power on or off of the slot machine 100. The power supply unit 252 converts the AC power supplied to the slot machine 100 from an external source into DC power, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300 and the first sub-control unit 400. Furthermore, it is equipped with an energy storage circuit (e.g., a capacitor) to supply power to a predetermined component (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.

[0433] To the right of the hopper unit 180 is a medal auxiliary storage compartment 240 for storing medals that overflow from the hopper unit 180, and an overflow terminal is located behind it (not shown). The power supply unit 252 is provided with a power cord connection part for connecting the power cord 265, and the power cord 265 connected here extends to the outside through a power cord hole 262 opened in the back panel 242 of the main body 101.

[0434] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276. Above the pattern display window 113 are a performance device 160, a performance control board (not shown) that controls the performance device 160, and an upper speaker 272. Below the pattern display window 113 are a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops counterfeit medals into the medal tray 161. Furthermore, a bass speaker 277 is provided at a position corresponding to the sound hole 145. An open sensor 294 is provided on the back of the front door 102. The open sensor 294 is configured to be L (OFF) when the front door 102 is closed and H (ON) when it is open.

[0435] On the back of the front door 102, a door relay board 290 is located below the pattern display window 113. As shown in Figure 19(b), this door relay board 290 is equipped with a reset switch 291, a setting change button 292, and a setting value indicator 293.

[0436] The reset switch 291 is a push-button type switch, and pressing (briefly pressing) this reset switch 291 will clear the error in the slot machine 100.

[0437] The setting change button 292 is a push-button type switch, similar to the reset switch 291. The procedure for changing the setting value using this setting change button 292 will be described later.

[0438] The setting value indicator 293 is a display such as a 7-segment LED. This setting value indicator 293 can display the game modes (setting values) 1 to 6 set by the setting change button 292 as numbers.

[0439] Furthermore, when the power is on (power ON), inserting the setting key into the setting key switch 281 and turning it clockwise (setting key OFF → ON) will display the currently set game mode (setting value) as a number, so it can be used to check the currently set game mode. In other words, when the power is on (power ON), inserting the setting key into the setting key switch 281 and turning it clockwise (setting key OFF → ON) will start the setting value confirmation process, and inserting it into the setting key switch 281 and turning it counterclockwise (setting key ON → OFF) will end the setting value confirmation process.

[0440] The procedure for changing the setting value is explained below. Insert the setting key (not shown) into the setting key switch 281 and turn it clockwise (setting key OFF → ON), and turn the power switch 244 from the power off state (power OFF) to the power on state (power ON) to activate the setting value change (setting value change process starts), and each time you press the setting change button 292 the game mode (setting value) will change sequentially from 1 to 6, allowing you to select the desired game mode. Note that by operating the start lever 135, the game mode (setting value) that was selected at that time will be confirmed. Finally, by turning the setting key counterclockwise (setting key ON → OFF), the setting value change process will end.

[0441] In the following, the period during which a setting value is changed, that is, from the first clockwise turn of the setting key to the last counterclockwise turn of the setting key during the setting value change operation, will also be referred to as the setting value change mode, and the period during which a setting value is confirmed, that is, from the first clockwise turn of the setting key to the last counterclockwise turn of the setting key during the setting value confirmation operation, will also be referred to as the setting value confirmation mode.

[0442] Here, the start and end conditions for the setting value change mode and the setting value confirmation mode will be explained in detail. In this embodiment, the start condition for the setting value change mode is (1) the power is turned on when the setting key switch 281 is in the ON state, and the other condition (2) the front door 102 being in the open state is not included. Also, the end condition for the setting value change mode is (1) the setting key switch 281 is changed from the ON state to the OFF state, in addition to (2) the front door 102 being in the open state. Similarly, in this embodiment, the start condition for the setting value confirmation mode is to turn the setting key switch 281 to the ON state when the power is turned on, and the other condition (2) the front door 102 being in the open state is not included. Also, the end condition for the setting value confirmation mode is (1) the setting key switch 281 is changed from the ON state to the OFF state, in addition to (2) the front door 102 being in the open state. In other words, in this embodiment, the start condition for the setting value change mode (setting value confirmation mode) does not require the front door 102 to be in an open state, while the end condition for the setting value change mode (setting value confirmation mode) requires the front door 102 to be in an open state. If an attempt is made to start the setting value change process (setting value confirmation process) while the front door 102 is in a closed state, the start condition is cleared, so it is possible to start the setting value change process (setting value confirmation process) based on fraudulent activity. However, since the end condition cannot be cleared, the fraudster cannot terminate the setting value change process (setting value confirmation process). Therefore, it becomes easier to apprehend the fraudster on site.

[0443] In the setting value change mode, the following devices are used to provide notification that the setting value is being changed (hereinafter also referred to as the setting value change notification): the image display device 157, left side lamp 144L, right side lamp 144R, title panel lamp 164, speakers 272 and 277, and in the setting value confirmation mode, the above-mentioned devices are used to provide notification that the setting value is being confirmed (hereinafter also referred to as the setting value confirmation notification).

[0444] Next, the structure of the reel unit 700 will be explained using Figure 20. Figure 20 is a perspective view showing the configuration of the reel unit 700.

[0445] As shown in Figure 20, the reel unit 700 comprises a left reel unit 700L, a middle reel unit 700C, and a right reel unit 700R, all housed in a box-shaped metal plate reel case 702. The top of the reel case 702 is provided with connectors 7030, 7031, and 7032 for connecting to the main control board 300B (see Figure 25) and harnesses MR1 ​​to MR3 (see Figure 25). The left reel unit 700L houses the left reel 110, the middle reel unit 700C houses the middle reel 111, and the right reel unit 700R houses the right reel 112. These reels 110 to 112 are rotationally driven by motors 110m, 111m, and 112m (see Figure 25), each provided for a specific reel. Each of these motors 110m to 112m is a stepping motor. The following explanation will use the left reel unit 700L as an example, but the same applies to the middle reel unit 700C and the right reel unit 700R. In the left reel unit 700L, the motor 110m, the index sensor 730 for detecting the rotational position of the reel 110, and the backlight module 740 for illuminating the strip-shaped member 710 of the reel 110 from the back to the front are mounted on the mounting base 732.

[0446] Furthermore, the replacement work can be performed for each reel unit: 700L, 700C, and 700R. For example, if the left reel unit 700L malfunctions, only the left reel unit 700L can be replaced with a new reel unit.

[0447] Figure 21(a) is a perspective view showing the structure of the backlight module 740, and Figure 21(b) is a front view of the backlight module 740.

[0448] The backlight module 740 consists of a reflector 742 and a lighting board 744 that is detachably attached to the back of the reflector 742. The reflector 742 has three openings BK1 to BK3 arranged vertically, which extend from the front side to the back side. The lighting board 744 has two LEDs 745 positioned at the locations corresponding to these openings BK1 to BK3.

[0449] The openings BK1 to BK3 and LEDs 745 are positioned to correspond to the symbol positions (positions No. 1 to 9 shown in Figure 30) that are displayed as stop symbols in the display window 113 when installed. As described above, by providing LEDs 745 in each of the openings BK1 to BK3, the light is not interfered with light illuminating other positions. This allows light to be illuminating each of the positions No. 1 to 9 shown in Figure 30. For example, by lighting all LEDs 745, all symbols visible to the player can be illuminated from behind. Alternatively, by lighting some of them, some of the symbols visible to the player can be illuminated from behind. Note that the number and position of the openings and LEDs are not limited to this configuration.

[0450] Next, we will describe in detail the first selection switch 190 shown in Figure 19. Figure 22 is a diagram showing the first selection switch 190 shown in Figure 3.

[0451] Figure 22(a) is an enlarged view of the first selection switch 190. The first selection switch 190 shown in Figure 22(a) has a circular rotating part 190a that has 16 contacts and is configured to be rotatable, and an indicator part 190b that is formed to protrude outward from the base end of the rotating part 190a. In addition, 16 numbers (hexadecimal numbers from 0 to F) are marked around the first selection switch 190, corresponding to each of the 16 contacts of the rotating part 190a. The first selection switch 190 is an operating means for selecting one number from the 16 numbers.

[0452] These 16 numbers are treated as numerical values ​​representing the setting (setting values). In other words, the first selection switch 190 is configured to output information about the numerical value indicated by the indicator unit 190b as a detection signal to the outside. For example, as shown in Figure (a), when the indicator unit 190b points to "B", the hexadecimal value "B" is selected, and the information of that value can be output as a 4-bit binary detection signal (0b1011). Therefore, the first sub-control unit 400 (see Figure 24), which will be described later, is configured to detect the numerical value selected by the first selection switch 190 (any of the hexadecimal values ​​from 0 to F) by inputting this detection signal, and the first sub-control unit 400 treats the numerical value indicated by the indicator unit 190b as the selected setting value.

[0453] In addition, instead of the first selection switch 190 shown in Figure 22(a), a rotary switch 191 as shown in Figure 22(b) or a slide switch 192 as shown in Figure 22(c) may be used.

[0454] The rotary switch 191 shown in Figure 22(b) has a ring-shaped rotating part 191a that is rotatable and has 16 contacts, and a notched window 191b formed in the rotating part 191a. In addition, the bottom of the rotating part 191a of the rotary switch 191 is marked with 16 numbers (hexadecimal numbers from 0 to F) corresponding to each of the 16 contacts of the rotating part 191a.

[0455] In this rotary switch 191, the numerical value visible through the notch window 191b is selected, and the information of that numerical value can be output externally as a detection signal. As shown in Figure 22(b), when the numerical value visible through the notch 191b is "F", the hexadecimal value F is selected, and the information of that numerical value can be output as a 4-bit binary detection signal (0b1111). Therefore, the first sub-control unit 400 (see Figure 24), which will be described later, is configured to detect the selected numerical value visible through the notch 191b of the rotary switch 191 (in this example, any hexadecimal value from 0 to F) by inputting this detection signal.

[0456] The slide switch 192 shown in Figure 22(c) has a rectangular guide groove 192a and a slide portion 192b that has 16 contacts and is slidable along the guide groove 192a. Above the slide switch 192, there are 16 numbers (in this example, hexadecimal numbers from 0 to F) corresponding to each of the 16 contacts on the slide portion 192b.

[0457] In this slide switch 192, the position of the slide portion 192b indicates that a numerical value has been selected, and the information of that value can be output externally as a detection signal. As shown in Figure 22(c), when the slide portion 192b is in the position of the numerical value "0", the hexadecimal value 0 has been selected, and the information of that value can be output as a 4-bit binary detection signal (0b0000). Therefore, the first sub-control unit 400 (see Figure 24), which will be described later, is configured to detect the selected numerical value (any of the hexadecimal values ​​from 0 to F) to which the slide portion 192b of the slide switch 192 is located by inputting this detection signal.

[0458] As explained above using Figures 22(a) to 22(c), the first selection switch 190 is a mechanical switch, and therefore can operate even when there is no power, and can retain the selected value (set value) even if the power is cut off due to a power outage or the like. Therefore, once a selection is made, the selected value can be retained even if the power is turned off, making it easy to set the value to the intended value of the amusement parlor, for example. In addition, it is equipped with a number (display means) that allows the selected value to be confirmed, making it easy to check the set value and highly convenient.

[0459] Figure 22(d) is an enlarged view of the second selection switch 194. The second selection switch 194 shown in Figure 22(d) consists of the left button 167, the right button 168, and the second chance button 166, which functions as a confirmation button, as shown in Figure 17. While the first selection switch 190 shown in Figure 22(a) is an operating means provided in a position where the player cannot operate it, this second selection switch 194 is an operating means provided in a position where the player can operate it. That is, the second selection switch 194 is a switch that the player can operate, and for example, by pressing the left button 167 and the right button 168, a numerical value representing the setting (setting value) can be selected, and by pressing the second chance button 166, the selected setting value is confirmed. Alternatively, the setting value can be selected by pressing the left button 167 and the right button 168, and after a predetermined time has elapsed, the selected setting value may be confirmed without pressing the second chance button 166.

[0460] This second selection switch 194 can output a detection signal corresponding to each button when the second chance button 166, the left button 167, or the right button 168 is operated. Therefore, the first sub-control unit 400 (see Figure 24), which will be described later, is configured to detect which of the second chance button 166, the left button 167, or the right button 168 has been operated by receiving this detection signal.

[0461] Alternatively, instead of the second selection switch 194 shown in Figure 22(d), for example, as shown in Figure 22(e), a directional pad 195 with up / down / left / right buttons and a confirmation button may be provided separately from the second chance button 166, and this directional pad 195 may be used as the second selection switch 194. Furthermore, two types of operating means may be provided, with one of the operating means also serving as the chance button, or only one of the operating means may function as the second selection switch 194.

[0462] Since the second selection switch 194 is not a mechanical switch, it cannot operate when power is not supplied and cannot retain the selected value (set value) on its own. Therefore, a separate storage means is required to store the set value. In the slot machine 100 shown in Figure 17, the value selected by the second selection switch 194 is not backed up, but it may be configured to do so.

[0463] Figure 22(f) shows a comparison of the size of the second chance button 166 and the first chance button 165 shown in Figure 17. The left button 167 and the right button 168 are also shown in Figure 22(f). The first chance button 165 is about three times the size of the second chance button 166.

[0464] Furthermore, a cut-in display may be performed on the condition that the second chance button 166 or the first chance button 165 is operated, or one of the chance buttons may be used in a rapid-fire effect, and the other chance button may be used as a hidden button. Here, a hidden button is one in which, despite not suggesting or encouraging the operation of the operating means (for example, at least one or both of the following are not displayed on the effect image display device 157, and the built-in effect lamp does not light up), some kind of effect is performed when the operating means is operated.

[0465] Figure 23 shows an example of selecting a set value using the first selection switch 190 and the second selection switch 194.

[0466] In the slot machine 100 shown in Figure 17, the settings that can be selected by the first selection switch 190 and the second selection switch 194 are the volume levels of the sounds (e.g., background music, sound effects, error sounds, etc.) output from the bass speaker 277 and the upper speaker 272. As mentioned above, the first selection switch 190 is an operating means located in a position that cannot be operated by the player, and is a switch used by the staff of the amusement parlor when selecting the setting value. In addition, of the two selection switches 190 and the first selection switch 194, only the first selection switch 190 can also be used to select whether to set the slot machine 100 to power-saving mode or non-power-saving mode (normal mode). In the slot machine 100 shown in Figure 17, the machine is set to power-saving mode only when a demonstration performance is being executed. Hereafter, the demonstration will be abbreviated as "demo". The demo performance is a performance that starts when a predetermined time (e.g., 30 seconds) has elapsed since the end of one game and the game has not resumed. In the slot machine 100 shown in Figure 17, if the demo performance starts while the power-saving mode is selected, the machine will be set to power-saving mode.

[0467] When the slot machine 100 is set to power-saving mode, the animation (demo animation) displayed on the animation image display device 157 is played in a dark state, thereby reducing the power consumption of the animation image display device 157 and saving energy. In addition, the first animation lamp built into the first chance button 165, the left side lamp 144L, the right side lamp 144R, and the backlight module 740 shown in Figure 22 are turned off, reducing the power consumption of these light-emitting devices and saving energy. When these light-emitting devices are turned off, the power consumption becomes 0, and the energy-saving effect of these light-emitting devices is greater than the energy-saving effect of the animation image display device 157.

[0468] Furthermore, when the first selection switch 190 is operated, either the first volume selection icon SI1 or the second volume selection icon SI2 is displayed on the image display device 157. When selecting volume using the first selection switch 190, one volume level is selected from seven levels. In addition, in non-power saving mode, it is also possible to select mute.

[0469] Figure 23(A) shows the display screen of the image display device 157 when the indicator 190b of the first selection switch 190 is set to "0" as shown in Figure 22(a).

[0470] The image display device 157 displays the first volume selection icon SI1. This first volume selection icon SI1 displays seven volume level selection values ​​and seven horizontal level indicators. As shown in Figure 23(A), the first volume selection icon SI1 displays that the seven volume level selection values ​​are 0 (0 / 7) and the word "Mute". Also, none of the seven horizontal level indicators are lit. When mute is selected by the first selection switch 190, the output sound from the bass speaker 277 and the upper speaker 272 is completely silenced.

[0471] Figure 23(B) shows the display screen of the image display device 157 when the indicator 190b of the first selection switch 190 is set to "1" as shown in Figure 22(a).

[0472] The first volume selection icon SI1 shown in Figure 23(B) displays the text "Volume 1 / 7," indicating that the selected value for the seven volume levels is 1. In addition, in the seven-level horizontal display, only the leftmost level (level 1) is illuminated in the first color (for example, yellow).

[0473] Figure 23(C) shows the display screen of the presentation image display device 157 when the indicator 190b of the first selection switch 190 is set to "7" as shown in Figure 22(a).

[0474] The first volume selection icon SI1 shown in Figure 23(C) displays the text "Volume 7 / 7," indicating that the selected volume level is 7 out of 7 levels. In addition, all levels from 1 to 7 in the 7-level horizontal display are lit in the first color (for example, yellow). When the 7th volume level is selected by the first selection switch 190, the output sound from the bass speaker 277 and the upper speaker 272 becomes maximum volume.

[0475] Figure 23(D) shows the display screen of the image display device 157 when the indicator 190b of the first selection switch 190 is set to "8" as shown in Figure 22(a).

[0476] The first volume selection icon SI1 shown in Figure 23(D) displays text indicating that the selected volume value is the exhibition volume. This exhibition volume is suitable for presenting the slot machine 100 at exhibitions, etc., and is, for example, a volume between the 4th and 5th volume levels. In addition, in the 7-level horizontal level display, all levels from the 1st to the 7th are lit in the second color (for example, red). Alternatively, instead of the exhibition volume, it may be possible to enable the selection of a special volume that cannot be selected with the second selection switch 194 and can only be selected with the first selection switch 190. For example, it may be possible to select a step tone in which the volume increases by one level at predetermined intervals.

[0477] The first volume selection icon SI1 displayed on the image display device 157 disappears if the first selection switch 190 is not operated for a predetermined period of time.

[0478] Figure 23(a) shows the display screen of the image display device 157 when the indicator 190b of the first selection switch 190 is set to "9" as shown in Figure 22(a).

[0479] The image display device 157 shown in Figure 23(a) displays the second volume selection icon SI2. The background color of this second volume selection icon SI2 is different from the background color of the first volume selection icon SI1. The second volume selection icon SI2 also displays the words "Power Saving Mode," a selection value for 7 volume levels, and a 7-level horizontal level indicator. In Figure 23(a), the second volume selection icon SI2 displays the words "Power Saving Mode" and the words "Volume 7 / 7," indicating that the selected value for the 7-level volume level is 7. In addition, all levels from the 1st to the 7th in the 7-level horizontal level indicator are lit in a third color (for example, blue).

[0480] Figure 23(b) shows the display screen of the image display device 157 when the indicator 190b of the first selection switch 190 is set to "F" as shown in Figure 22(a).

[0481] The second volume selection icon SI2 shown in Figure 23(b) displays the words "Power Saving Mode" and "Volume 1 / 7," indicating that the selected value for the seven volume levels is 1. In addition, in the seven-level horizontal display, only the leftmost level (level 1) is illuminated in a third color (for example, blue).

[0482] The second volume selection icon SI2 displayed on the image display device 157 also disappears if the first selection switch 190 is not operated for a predetermined period of time.

[0483] In the slot machine 100 shown in Figure 17, setting the indicator 190b of the first selection switch 190 to any of the "9" or "A" to "F" shown in Figure 22(a) selects to set the slot machine 100 to power-saving mode. However, even if setting to power-saving mode is selected, the slot machine 100 is not actually set to power-saving mode; as mentioned above, being in demo mode is a condition for setting to power-saving mode. On the other hand, setting the indicator 190b to any of the "0" to "8" shown in Figure 22(a) selects to set the slot machine 100 to non-power-saving mode. If setting to non-power-saving mode is selected, the slot machine will not be set to power-saving mode even in demo mode. Furthermore, when a game is being played, the slot machine 100 is set to non-power-saving mode (normal mode).

[0484] Furthermore, the volume output from the upper speaker 272 and the bass speaker 277 is the same whether the slot machine 100 is set to power-saving mode or not. Therefore, the volume output with the selected value in Figure 23(B) is the same as the volume output with the selected value in Figure 23(b), and the volume output with the selected value in Figure 23(C) is the same as the volume output with the selected value in Figure 23(a).

[0485] Figure 23(a) shows the display screen of the presentation image display device 157 when the second selection switch 194 is operated.

[0486] When the player operates the second selection switch 194, which can be operated by the player, while the first guidance display icon GI1 (described later) is displayed on the image display device 157, the third volume selection icon SI3 is displayed on the image display device 157. The third volume selection icon SI3 displays five volume level selection values ​​and five vertical level indicators. As shown in Figure 23(a), the third volume selection icon SI3 displays the text "Volume 1 / 5," indicating that the selected volume level is 1. Also, in the five-level indicator, only the lowest level (level 1) is lit in the fourth color (for example, green). Pressing the right button 168 of the second selection switch 194 once increases the level by one step, and pressing the left button 167 once decreases the level by one step. However, pressing the left button 167 once in the state shown in Figure 23(a) will not decrease the level any further. In other words, it is not possible to select mute by operating the second selection switch 194. Furthermore, it may be possible to select mute by operating the second selection switch 194.

[0487] Figure 23(i) shows the display screen of the animation image display device 157 when the right button 168 is pressed four times from the state shown in Figure 23(a).

[0488] The third volume selection icon SI3 shown in Figure 23(i) displays the text "Volume 5 / 5," indicating that the selected volume level is 5 out of 5 levels. In addition, in the 5-level vertical display, all levels from 1 to 5 are lit in the fourth color (for example, green).

[0489] The third volume selection icon SI3 displayed on the image display device 157 disappears if the left button 167 and the right button 168 are not operated for a predetermined period of time.

[0490] The volume can be selected using the first selection switch 190 in 7 stages, while the volume can be selected using the second selection switch 194 in 5 stages. In the slot machine 100 shown in Figure 17, the volume setting range is from 0 to 127, and the settings for the 7 stages are 18 for the 1st stage, 36 for the 2nd stage, 54 for the 3rd stage, 73 for the 4th stage, 91 for the 5th stage, 109 for the 6th stage, and 127 for the 7th stage. On the other hand, in the 5 stages, the remaining stages are the 2nd to 6th stages, excluding the 1st and 7th stages of the 7 stages. That is, the 2nd stage of the 7 stages (36) becomes the 1st stage of the 5 stages, and the 6th stage of the 7 stages (109) becomes the 5th stage of the 5 stages. Therefore, only the staff of the amusement parlor can select the setting value for the 1st stage of the 7 stages (18) and the setting value for the 7th stage (127). Alternatively, the first level of the 7-level system (18) may be changed to the first level of the 5-level system, and the fifth level of the 7-level system (91) may be changed to the fifth level of the 5-level system, or the third level of the 7-level system (54) may be changed to the first level of the 5-level system, and the seventh level of the 7-level system (127) may be changed to the fifth level of the 5-level system. Alternatively, the settings for each level in the 5-level system may be 26 for the first level, 51 for the second level, 76 for the third level, 102 for the fourth level, and 127 for the fifth level.

[0491] When the first volume selection icon SI1 or the second volume selection icon SI2 and the first guidance display icon GI1 (described later) are displayed on the image display device 157, pressing the left button 167 of the second selection switch 194 once will replace the previously displayed first volume selection icon SI1 or second volume selection icon SI2 with the third volume selection icon SI3, indicating that the volume level selection is at the second stage. On the other hand, in the same state, pressing the right button 167 instead of the left button 167 once will replace the previously displayed first volume selection icon SI1 or second volume selection icon SI2 with the third volume selection icon SI3, indicating that the volume selection is at the fourth stage. These displays are shown regardless of the selection value displayed by the first volume selection icon SI1 or second volume selection icon SI2. That is, whether the selection value is 1 / 7 or 7 / 7, pressing the left button 167 once will display a selection value of 2 / 5. Furthermore, whether the selected value is 1 / 7 or 7 / 7, pressing the right button 168 once will display the selected value as 4 / 5. This is because when the third volume selection icon SI3 is activated, the previous selected value is discarded, and the initial value of 3 / 5, which is the volume level of the third volume selection icon SI3, is selected again. By operating the left button 167 or the right button 168, a change is made to that initial value (3 / 5). In other words, when the operation of the second selection switch 194 is accepted, the initial value of the third volume selection icon SI3 is set, and when the second selection switch 194 is operated, the value that has been changed from that initial value is displayed on the third volume selection icon SI3. The first selection switch 190 is designed to be operated by a store employee, and the second selection switch 194 is designed to be operated by a player, allowing the player's preference to be prioritized. Conversely, if the first selection switch 190 is operated while the third volume selection icon SI3 is displayed, the selected value that was displayed by the third volume selection icon SI3 will be retained, and the value that has been changed by operating the first selection switch 190 will be displayed by the first volume selection icon SI1 or the second volume selection icon SI2.However, even here, instead of carrying over the selected value, the initial value of the first volume selection icon SI1 or the second volume selection icon SI2 (for example, 4 / 7) may be set.

[0492] Next, the circuit configuration of the control unit of the slot machine 100 will be explained in detail using Figure 24. Note that this figure shows a circuit block diagram of the control unit.

[0493] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects in accordance with command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400.

[0494] <Main Control Unit> First, let's describe the main control unit 300 of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used when internally drawing winning combinations, reel symbol arrangements, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of spins, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used instead of the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 which will be described later. The CPU 304 of this basic circuit 302 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 315b as the system clock. Furthermore, when power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 304 at each interrupt time. The CPU 304 then performs monitoring of various sensors and transmits drive pulses in response to these interrupt requests.

[0495] The main control unit 300 includes a random number generation circuit 316, which is used as a hardware random number counter that varies a value in the range of 0 to 65535 based on a clock signal input from the crystal oscillator 315a, and a startup signal output circuit 338 that outputs a startup signal (reset signal) when the power is turned on. When the CPU 304 receives a startup signal from this startup signal output circuit 338, it starts game control (starts the main processing of the main control unit, which will be described later).

[0496] Furthermore, the main control unit 300 is equipped with a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal reception sensor for medals inserted from the medal slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, payout button 134 sensor, medal dispensing sensor for medals dispensed from the hopper unit 180, index sensor for the left reel 110, index sensor for the middle reel 111, index sensor for the right reel 112, etc.) at interrupt intervals.

[0497] Furthermore, if the sensor circuit 320 detects a high level from the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that moment and stores it in a register that stores the random value used for the lottery.

[0498] Two medal reception sensors are installed in the internal passage of the medal slot 141 to detect whether or not a medal has passed through. Two start lever sensors are installed inside the start lever 135 to detect the player's start operation. The left stop button sensor 137, the middle stop button sensor 138, and the right stop button sensor 139 are installed on the corresponding stop buttons 137 to 139, respectively, to detect the player's operation of the stop buttons.

[0499] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are installed on the corresponding bet buttons 130 to 132, respectively, and detect the insertion operation when inserting tokens electronically stored in RAM 308 as tokens to be used in the game. The payout button 134 sensor is installed on payout button 134. When payout button 134 is pressed once, the electronically stored tokens are paid out. The token dispensing sensor is a sensor for detecting the tokens dispensed by the hopper unit 180. Note that each of the above sensors may be a non-contact type sensor or a contact type sensor.

[0500] The index sensors for the left reel 110, the middle reel 111, and the right reel 112 are installed at predetermined positions on the mounting bases of each reel 110 to 112, and reach an L level each time a light-shielding piece provided on the reel frame passes over them. Rotation position information, which indicates how far the reel has rotated from the reference position between the time it reaches an L level and the next time it reaches an L level, is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L level signal, it determines that the reel has rotated once and resets the reel's rotation position information to zero. This rotation position information is stored in the RAM 308 of the main control unit 300.

[0501] The main control unit 300 includes a drive circuit 322 that drives motors 110m to 112m (see Figure 25) provided for each reel 110 to 112 of the reel unit 700, a drive circuit 324 that drives a solenoid provided for the medal selector 170 that sorts inserted medals, a drive circuit 326 that drives a motor 180m (see Figure 25) provided for the hopper unit 180, and a drive circuit 328 that drives various lamps 339 (active line indicator lamp 120, notification lamp 123, game medal insertion ready lamp 124, re-play lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127).

[0502] Furthermore, the basic circuit 302 is connected to an information output circuit 334, and the main control unit 300 outputs game information of the slot machine 100 (for example, information indicating the game status) to an information input circuit 652 provided by an external hall computer (not shown) via this information output circuit 334.

[0503] Furthermore, the main control unit 300 is equipped with a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from the power supply unit 252 (see Figure 3). The voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply falls below a predetermined value (9V in this embodiment).

[0504] Furthermore, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Information communication between the main control unit 300 and the first sub-control unit 400 is unidirectional; the main control unit 300 is configured to send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as commands to the main control unit 300.

[0505] The components of the main control unit 300 described above are mounted on the main control unit circuit board 300B (see Figure 25).

[0506] <Deputy Commander> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands transmitted by the main control unit 300 via an input interface. The first sub-control unit 400 is equipped with a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of spins, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 414 as the system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the lighting patterns of the backlight module 740 and various indicators, etc.

[0507] The CPU 404 transmits frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and circuit based on the timing of this interrupt request.

[0508] Furthermore, the first sub-control unit 400 is equipped with a sound source IC 418, to which the upper speaker 272 and the bass speaker 277 are connected via an output interface. The sound source IC 418 controls the amplifier and the sound output from the upper speaker 272 and the bass speaker 277 in response to instructions from the CPU 404. The sound source IC 418 is connected to an S-ROM (sound ROM) in which sound data is stored, and the sound data acquired from this ROM is amplified by the amplifier and output from the upper speaker 272 and the bass speaker 277.

[0509] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, left side lamp 144L, right side lamp 144R, title panel lamp 164, bet button lamp 200, backlight module 740, first performance lamp built into the first chance button 165, second performance lamp built into the second chance button 166, etc.) are connected to the drive circuit 422 via an input / output interface.

[0510] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 424 that drives the motor 163m (see Figure 25) of the shutter 163. The motor 163m of the shutter 163 is a stepping motor, and this drive circuit 424 outputs a drive signal to the motor 163m in response to a command from the CPU 404.

[0511] Furthermore, the first sub-control unit 400 is equipped with a sensor circuit 426, to which a shutter sensor 428 is connected via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at interrupt intervals. In addition, the first sub-control unit 400 is equipped with a switch sensor 427, which detects the pressing of the first chance button 165. The pressing of each of the buttons on the second selection switch 194, consisting of the second chance button 166, the left button 167, and the right button 168, is also detected by the switch sensor 427. Detection signals from the shutter sensor 428 and the switch sensor 427 are output to the basic circuit 402 by the sensor circuit 426.

[0512] Furthermore, although the first selection switch sensor 190 is directly connected to the basic circuit 402, this first selection switch sensor 190 may also be connected to the basic circuit 402 via the switch sensor 427 and the sensor circuit 426.

[0513] Furthermore, the CPU 404 transmits and receives signals to the second sub-control unit 500 via the output interface.

[0514] The components of the first sub-control unit 400 described above are mounted on the first sub-control unit circuit board 400B (see Figure 25).

[0515] The second sub-control unit 500 performs various controls of the performance device 160, including the display control of the performance image display device 157. The second sub-control unit 500 may be composed of multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).

[0516] The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, counts, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 514 as the system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, as well as data for image display, etc.

[0517] The CPU 504 transmits frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 504 controls each IC and circuit based on the timing of this interrupt request.

[0518] Furthermore, the second sub-control unit 500 is equipped with a VDP 534 (video display processor), to which a ROM 506 and a VRAM 536 are connected via a bus. Based on signals from the CPU 504, the VDP 534 reads image data stored in the ROM 506, generates a display image using the work area of ​​the VRAM 536, and displays the image on the presentation image display device 157.

[0519] With the circuit configuration described above, the first sub-control unit 400 transmits a control signal to the drive circuit 422 or to the second sub-control unit 500 to instruct the setting of the power-saving mode. As a result, the performance image display device 157 receives the control signal via the second sub-control unit 500, while the first performance lamp, side lamp 144L, right side lamp 144R, and backlight module 740 built into the first chance button 165 receive the control signal without going through the second sub-control unit 500.

[0520] Next, we will explain examples of how to connect each circuit board, such as the power control board, the main control board, and the first sub-control board, to each unit, such as the reel unit, the hopper unit, and the performance movable unit.

[0521] Figure 25 shows an example of how each circuit board and each unit are connected.

[0522] Figure 25 shows the power control board 252B, the main control board 300B, the first sub-control board 400B, the reel unit 700, the hopper unit 180, and the performance movable body unit 160U. The performance movable body unit 160U is a unit that moves the shutter 163, which is incorporated into the performance device 160 shown in Figure 30. The shutter 163 is an example of a movable body.

[0523] The power control board 252B, the main control board 300B, and the first sub-control board 400B each show multiple connectors PC1 to PC4, MC1 to MC6, and SC1 to SC4. In addition, the reel unit 700, the hopper unit 180, and the performance movable body unit 160U each show one or more connectors HC1, RC1 to RC3, and DC1.

[0524] In the island equipment installed in the amusement machine establishment, the 100V AC power supply is stepped down to a voltage of 24V, and the 24V AC current is supplied to the pachinko machine 100 through the power cord 265 connected to connector PC1. The 24V AC current is converted to a 24V DC voltage, a 12V DC voltage, and a 5V DC voltage by the power control board 252B. Although it may be converted to other DC voltages, this explanation will focus on the 24V DC voltage and the 5V DC voltage.

[0525] The power control board 252B shown in Figure 25 has a 24V power line and a 5V power line, and also shows a 24V power control monitor LED 24PL and a 24V power control capacitor 24PC connected to the 24V power line, and a 5V power control monitor LED 5PL and a 5V power control capacitor 5PC connected to the 5V power line. The 24V power control monitor LED 24PL is a power monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the 5V power control monitor LED 5PL is a power monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. The power switch 244, also shown in Figure 3, is also shown.

[0526] Connector PC2 on the power control board 252B is connected to both a 24V power line and a 5V power line. Connector PC2 and connector MC5 on the main control board 300B are connected by harness PM, and the main control board 300B is supplied with both 24V DC current and 5V DC current through this harness PM.

[0527] Additionally, a 24V power line is connected to connector PC3 on the power control board 252B. Connector PC3 and connector SC1 on the first sub-control board 400B are connected by harness PS1, and a 24V DC current is supplied to the first sub-control board 400B through this harness PS1. Furthermore, a 5V power line is connected to connector PC4 on the power control board 252B. Connector PC4 and connector SC2 on the first sub-control board 400B are connected by harness PS2, and a 5V DC current is supplied to the first sub-control board 400B through this harness PS2.

[0528] Furthermore, the main control board 300B may also be supplied with 24V and 5V via separate harnesses, similar to the first sub-control board 400B. Alternatively, the first sub-control board 400B may also be supplied with 24V and 5V via a common harness, similar to the main control board 300B.

[0529] The main control board 300B shown in Figure 25 also has a 24V power line and a 5V power line. A 24V DC current supplied through the harness PM flows through the 24V power line of the main control board 300B, and a 5V DC current supplied through the harness PM flows through the 5V power line of the main control board 300B. The main control board 300B shown in Figure 25 also has a main control 24V monitor LED 24ML and a main control 24V capacitor 24MC connected to the 24V power line, and a main control 5V monitor LED 5ML connected to the 5V power line. The main control 24V monitor LED 24ML is a power monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the main control 5V monitor LED 5ML is a power monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. Note that there is no capacitor on the 5V power line.

[0530] Furthermore, the main control board 300B is equipped with a hopper motor drive IC 326i and a reel motor drive IC 322i. The hopper motor drive IC 326i is an integrated circuit that constitutes the drive circuit 326 shown in Figure 24. The reel motor drive IC 322i is an integrated circuit that constitutes the drive circuit 322 shown in Figure 24. Both the hopper motor drive IC 326i and the reel motor drive IC 322i are supplied with 24V DC current and 5V DC current, respectively. Although not shown in the figure, the main control board 300B is equipped with the basic circuit 302 shown in Figure 24, and also with integrated circuits that constitute other drive circuits 324, 328, etc.

[0531] The connector MC1 on the main control board 300B, to which the hopper motor drive IC 326i is connected, and the connector HC1 on the hopper unit 180 are connected by harness MH. The 24V DC current and 5V DC current supplied to the hopper motor drive IC 326i are supplied to the hopper unit 180 through this harness MH, enabling the motor 180m installed in the hopper unit 180 to be driven. Control signals (commands) for controlling the motor 180m are also sent from the main control board 300B through this harness MH.

[0532] Furthermore, the connector MC2 on the main control board 300B to which the reel motor drive IC 322i is connected is connected to the connector RC1 on the reel unit 700 via harness MR1. Similarly, the connector MC3 to which the reel motor drive IC 322i is connected is connected to the connector RC2 on the reel unit 700 via harness MR2. Similarly, the connector MC4 to which the reel motor drive IC 322i is connected is connected to the connector RC3 on the reel unit 700 via harness MR3. The 24V DC current and 5V DC current supplied to the reel motor drive IC 322i are supplied to the reel unit 700 through these harnesses MR1 ​​to MR3, respectively, enabling the operation of each motor 110m to 112m provided on each reel. Control signals (commands) for controlling each motor 110m to 112m are also sent from the main control board 300B through these harnesses MR1 ​​to MR3. Although each motor has its own harness, the connectors RC1-RC3 on the reel unit 700 and the connectors MC2-MC4 on the main control board 300B can also be combined into a single connector and connected with one common harness. However, even this single common harness is actually a combination of three harnesses, MR1-MR3.

[0533] Furthermore, connector MC6 on the main control board 300B and connector SC4 on the first sub-control board 400B are connected by harness MS. This harness MS is for control signals (for sending commands) and is not used for current supply.

[0534] The first sub-control board 400B shown in Figure 25 also shows a 24V power line and a 5V power line. A 24V DC current supplied through harness PS1 flows through the 24V power line of the first sub-control board 400B, and a 5V DC current supplied through harness PS2 flows through the 5V power line of the first sub-control board 400B. The first sub-control board 400B shown in Figure 25 also shows a sub-control 24V monitor LED 24SL and a sub-control 24V capacitor 24SC connected to the 24V power line, and a sub-control 5V monitor LED 5SL connected to the 5V power line. The sub-control 24V monitor LED 24SL is a power supply monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the sub-control 5V monitor LED 5SL is a power supply monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. Furthermore, even on the first sub-control board 400B, no capacitors are provided on the 5V power supply line.

[0535] Furthermore, the first sub-control board 400B has a movable body motor drive IC 424i mounted on it. This movable body motor drive IC 424i is an integrated circuit that constitutes the drive circuit 424 shown in Figure 24. The movable body motor drive IC 424i is supplied with both a 24V DC current and a 5V DC current. Although not shown here, the first sub-control board 400B also has the basic circuit 402 shown in Figure 24, and other integrated circuits that constitute the drive circuits 424, 426, etc. are also mounted on it.

[0536] The connector SC3 on the first sub-control board 400B, to which the movable body motor drive IC 424i is connected, and the connector DC1 on the performance movable body unit 160U are connected by harness SD. The 24V DC current and 5V DC current supplied to the movable body motor drive IC 424i are supplied to the performance movable body unit 160U through this harness SD, enabling the motor 163m installed in the performance movable body unit 160U to be driven. Control signals (commands) for controlling the motor 163m are also sent from the first sub-control board 400B through this harness SD.

[0537] Furthermore, the slot machine 100 shown in Figure 17 also includes a second sub-control unit 500 as shown in Figure 24. Although not shown in Figure 25, the second sub-control board is supplied with 24V DC current and 5V DC current from the power control board 252B via a harness not s...

Claims

[Claim 1] The first counting method, Determination means, A gaming machine equipped with, It has a first section in which the advantageous operating mode of the stop switch is not notified, and a second section in which the advantageous operating mode of the stop switch is notified. Based on the fulfillment of the transition conditions in the first section, the system transitions to the second section. Based on the determination by the determination means that the termination condition has been met in the second section, the system proceeds to the first section. The first counting means is a means that can update the difference in acquired value in the second section by subtracting the number of game value used in the game from the number of game value awarded as a result of the game, The determination means is a means for determining that the termination condition has been met when the amount of change from the initial value of the acquired difference reaches a first value. The first counting means is a means capable of updating the acquired difference within a predetermined range, The predetermined range includes a first range to which the sum of the initial value and the first value belongs, and a second range that is different from the first range, with the initial value as the boundary. The first range is narrower than the second range. The termination condition may be met if the change in the acquired difference from its initial value has not reached the first value. The termination condition is more likely to be met when the count value of the first counting means is within the first range than when the count value of the first counting means is within the second range. It is possible to perform a certain effect that is more likely to occur in the second range than in the first range. A gaming machine characterized by the following features.

Citation Information

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