Gaming machine

The gaming machine enhances operability and security by using colored regions on the reel and a control mechanism to manage token input, preventing fraud and enabling quick game start.

JP7870543B2Active Publication Date: 2026-06-05OLYMPIA KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
OLYMPIA KK
Filing Date
2022-10-21
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing gaming machines face issues with improved operability regarding the insertion of tokens and prevention of fraudulent activities.

Method used

A gaming machine with a reel having multiple colored regions and a control mechanism that allows or disallows token input based on the storage of game value, preventing fraudulent acts and enhancing operability.

Benefits of technology

The solution improves the operability of token input by allowing it before completion and preventing fraudulent actions, even with misaligned paint, ensuring quick game start and secure token management.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007870543000001
    Figure 0007870543000001
  • Figure 0007870543000002
    Figure 0007870543000002
  • Figure 0007870543000003
    Figure 0007870543000003
Patent Text Reader

Abstract

To provide a game machine capable of preventing a fraudulent act and improving operability regarding input of a game value.SOLUTION: When operation for continuing a depressed state longer than reference time is performed to an adjustment button in an adjustment operation effective state and an input-permitted state, control is performed to an input-non-permitted state until at least adjustment processing is completed after the operation is started, and control is performed to an input-permitted state even if the adjustment button is in a depressed state when adjustment processing is completed. In an adjustment operation effective state and an input-permitted state, no control is performed to an input-non-permitted state even if the adjustment button starts to be operated.SELECTED DRAWING: Figure 6
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, gaming machines (rotary gaming machines, slot machines) having a plurality of reels with symbols arranged on their outer peripheral surfaces have been known. This type of gaming machine assigns a certain gaming value to gaming media such as medals or pachinko balls and conducts a game to acquire such gaming media. Also, in this type of gaming machine, when a player inserts gaming media into a predetermined insertion slot and a prescribed number of gaming media are bet, a game start operation becomes possible. Triggered by the player's rotation start operation, an internal lottery is conducted and the rotation of a plurality of reels is started. Triggered by the player's stop operation, control is performed to stop the plurality of reels in a manner corresponding to the result of the internal lottery. The result of the game is determined by the symbol combination displayed on the effective line in the state where the plurality of reels have stopped, and payouts such as medals are made according to the result of the game.

[0003] Also, in this type of gaming machine, medals inserted into a predetermined insertion slot are returned without being accepted under certain circumstances. For example, when medals are inserted into a medal insertion port MI in a state where a prescribed number of medals are set to the inserted state and the credit number has reached the credit upper limit number, the inserted medals are returned from a medal payout port MO without being accepted (not credited) because a medal insertion switch 210 does not operate. There is a known gaming machine (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In gaming machines like the one shown in Patent Document 1 above, there is a need for improved operability regarding the insertion of tokens.

[0006] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming machine that can improve the operability related to the input of gaming value while preventing fraudulent activities. [Means for solving the problem]

[0007] (1) The present invention relates to a gaming machine comprising: a reel having a reel tape on which a plurality of symbols including a specific symbol are arranged; a backlight having a light source that illuminates the reel from the inside; a reception control means that controls a first state that permits the acceptance of game value and a second state that does not permit the acceptance of game value; a game value storage means that stores the accepted game value within a predetermined range; and a settlement means that controls the settlement of game value stored in the game value storage means based on an operation on a predetermined operation means, wherein the reel tape has a blue portion on which blue paint is printed, or a red portion on which red paint is printed, a yellow portion on which yellow paint is printed, and a white portion on which white paint is printed, and the specific symbol has a green region on which the blue portion and the yellow portion overlap to make green visible, or the red portion and The present invention relates to a gaming machine having an orange region that overlaps with the yellow region to make the orange color visible, a yellow region that makes the yellow region visible, and a white region that makes the white region visible, wherein the yellow region is in contact with the green region or the orange region, the yellow region is in contact with the white region, and the yellow region is sandwiched between the green region or the orange region and the white region, and the reception control means controls to the second state when an operation on the operation means is started in a settlement permission state where the game value is stored in the game value storage means, controls to the first state even if an operation on the operation means is being performed when the settlement of the game value is completed, and does not control to the second state even if an operation on the operation means is started in a non-settlement permission state where the game value is not stored in the game value storage means.

[0008] In this invention, control is performed regarding the settlement of game value based on an operation on a predetermined operating means. In the settlement-permitted state, where game value is stored in the game value storage means, when an operation on the operating means is started, the system is controlled to the second state to prevent fraudulent acts related to the input of game value. However, once the settlement of game value is completed, the system is controlled to the first state even if an operation on the operating means is still being performed. This allows for the input of game value even before the operation on the operating means is completed, thereby improving the operability of the input of game value. This allows for the start of the game as quickly as possible. Furthermore, in the non-settlement-permitted state, where game value is not stored in the game value storage means, the system is not controlled to the second state even when an operation on the operating means is started, thus allowing for the input of game value and improving the operability of the input of game value.

[0009] Furthermore, according to the present invention, even if the printing of multiple colors of paint is misaligned, it is possible to prevent or reduce poor identification or misinterpretation of the design. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a diagram illustrating the functional block of a gaming machine according to an embodiment of the present invention. [Figure 3] This figure shows an image displayed in a menu presentation in a gaming machine according to an embodiment of the present invention. [Figure 4] This figure shows an image displayed in a menu presentation in a gaming machine according to an embodiment of the present invention. [Figure 5] This diagram illustrates the relationship between the payout button and the blocker in a gaming machine according to an embodiment of the present invention. [Figure 6] This diagram illustrates the relationship between the payout button and the blocker in a gaming machine according to an embodiment of the present invention. [Figure 7]This is a front view showing the internal configuration of the housing of the gaming machine according to this embodiment of the present invention. [Figure 8] This is a perspective view showing the reels in a gaming machine according to this embodiment of the present invention. [Figure 9] This figure shows a reel tape in a gaming machine according to this embodiment of the present invention. [Figure 10] This diagram shows a cross-section of the reel tape, specifically a cross-sectional view taken along the line AA in Figure 9. [Figure 11] This diagram illustrates the colors of each part of the cherry symbol in the gaming machine of this embodiment of the present invention. [Figure 12] The diagrams show cross-sections of the reel tape; (a) is a cross-sectional view taken along the BB arrow in Figure 11, and (b) is a cross-sectional view taken along the CC arrow in Figure 11. [Figure 13] This diagram illustrates the positional relationship between the cherry symbol and the LED backlight in this embodiment of the present invention. [Modes for carrying out the invention]

[0011] Embodiments of the present invention will be described below. The embodiments described below are not intended to unduly limit the scope of the present invention as defined in the claims. Furthermore, not all configurations described in these embodiments are necessarily essential components of the present invention.

[0012] 1. Structure Figure 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.

[0013] The gaming machine of this embodiment is a type of gaming machine that is commonly known as a slot machine or reel-type gaming machine, and uses tokens as the game medium (game value) for gameplay.

[0014] The gaming machine of this embodiment includes a box-shaped housing composed of a storage box BX (an example of the gaming machine main body), an upper front door UD (an example of the front door), and a lower front door DD (an example of the front door). A reel unit 310 composed of the first reel R1 to the third reel R3 (a plurality of reels) is housed inside. Also, below the reel unit 310 in the housing, a power unit incorporating a power supply device and equipped with various switches such as a power switch and a reset switch, and a hopper unit 320 as a medal payout device are housed. Further, inside the housing of the gaming machine of this embodiment, a control board equipped with a CPU (an example of arithmetic means), a ROM (an example of an information storage medium), a RAM (an example of temporary storage means), etc., for controlling the operation of the gaming machine is also housed. In this embodiment, a plurality of types of electronic circuit boards including a main board for controlling the progress of the game as the control board and a sub-board for receiving the signals transmitted from the main board and performing control for executing a game effect according to the progress of the game are provided.

[0015] The upper front door UD and the lower front door DD that open and close the front (an example of the front) of the storage box BX are provided so as to be individually openable and closable. A display window DW is provided on the upper front door UD to enable observation of the rotation state and stop state of the first reel R1 to the third reel R3.

[0016] Also, in the gaming machine of this embodiment, for each reel, an upper stage, a middle stage, and a lower stage are provided as display positions for observing the symbols through the display window DW, and valid lines are set according to the combination of the display positions of each reel. In the gaming machine of this embodiment, when medals corresponding to the number of medals required for one game, so-called specified input numbers, are inserted (bet), the valid line L1 composed of the middle stages of the first reel R1 to the third reel R3 is activated.

[0017] The game result is determined by the symbol combination stopped and displayed on the valid line in the display window DW. When the symbol combination on the valid line is a symbol combination corresponding to a predetermined role, medals are paid out from the hopper unit as if that role has won.

[0018] Furthermore, the upper front door UD is equipped with a game information display unit DS. The game information display unit DS consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals dispensed or acquired in one game (the difference between the number of medals dispensed and the number inserted), and the total number of medals dispensed or acquired during bonus games.

[0019] Furthermore, the upper front door UD is equipped with an LCD display and a frame lamp AL for displaying game effects. The LCD display shows various videos (or images) to assist or enhance gameplay, and the frame lamp AL performs lighting and flashing actions to enhance gameplay.

[0020] Furthermore, in this embodiment of the gaming machine, multiple speakers (not shown) for providing game-related effects are provided on the upper front door UD and the lower front door DD. These speakers output various sounds to assist or enhance the gaming experience.

[0021] Furthermore, the lower front door DD is equipped with various operating means. These operating means include a bet button (insertion operation means, game operation means) B0 for inserting credited (internally stored) tokens, a start lever (game start operation means, game operation means) SL for initiating the game by rotating the first reel R1 to the third reel R3, stop buttons (stop operation means, game operation means) B1 to B3 for initiating the operation to stop each of the first reel R1 to the third reel R3, which are rotated by stepping motors, and a settlement button for settling the credited (internally stored) tokens. The machine is equipped with B4 (predetermined operating means, settlement operating means, game operating means), B5 (performance operating means) for performing operations that trigger changes in the performances of the game machine, B6 (first performance operating means) for starting or ending the display of the menu screen (operations related to the transition between the display of the game screen and the display of the menu screen), and B7 (second performance operating means) for performing operations to change the settings of the performances of the game machine (predetermined change operations), operations to check the game history, and operations to change the volume or brightness settings (predetermined change operations). The B7 consists of an up button B7A, a down button B7B, a left button B7C, and a right button B7D.

[0022] In this embodiment of the gaming machine, when a player inserts a medal into the medal slot MI or presses the bet button B0, the machine is set to a ready state where rotation control of the first reel R1 to the third reel R3 can be started, and the start lever is enabled. When the player presses the start lever SL, the control board starts the rotation of the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using random values. Once the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, the stop buttons B1 to B3 are enabled.

[0023] Subsequently, when the player presses stop buttons B1 to B3 at any time, the stop switches (stop signal output means: for example, a photosensor, a continuity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 are activated, changing the reel stop signal input to the control board from the off state to the on state.

[0024] Furthermore, when the player releases stop buttons B1 to B3 at any time, the stop switches corresponding to each of the stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from the ON state to the OFF state.

[0025] The control board then stops the first reel R1 to the third reel R3 at a stopping position corresponding to the result of an internal lottery, based on the change in the reel stop signal state from the off state to the on state, which changes in response to the timing of pressing and releasing the stop buttons B1 to B3.

[0026] Furthermore, a medal payout slot MO and a medal tray MP are provided at the bottom of the lower front door DD, and the number of medals corresponding to the game result are dispensed from the medal payout slot MO into the medal tray MP. When medals are dispensed according to the game result, if medal credit (internal storage) is permitted, some or all of the dispensed medals are credited up to the credit limit (50 medals in this embodiment), and the display value of the credit indicator, which consists of a 7-segment display on the game information display unit DS, is changed in accordance with the change in the number of medal credits. In this way, the gaming machine of this embodiment activates operations on predetermined operating means according to the progress of the game, and the game progresses based on the valid operations on the operating means.

[0027] Furthermore, the gaming machine of this embodiment is provided with a door sensor (detection means) 260 for detecting the open / closed state of the upper front door UD and a door sensor (detection means) 260 for detecting the open / closed state of the lower front door DD. Based on the input signals (detection signals) input from the door sensors 260 to the control board (main board), the machine is configured to detect the open / closed state of the upper front door UD and the lower front door DD, respectively.

[0028] Figure 2 is a functional block diagram of the gaming machine according to this embodiment.

[0029] The gaming machine of this embodiment is controlled by a control board including a main board 10 and a sub-board 20. The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, a payout switch 250, a door sensor 260, a passage detection sensor 356, and a coin insertion detection sensor 357, performs various calculations to execute the game, and controls the operation of output means such as a reel unit 310 and a hopper unit 320 based on the calculation results. The sub-board 20 receives input signals from input means such as a performance button switch 270, a menu button switch 280, an up button switch 290A, a down button switch 290B, a left button switch 290C, and a right button switch 290D, as well as signals sent from the main board 10, performs various calculations to execute performances in accordance with the progress of the game, and controls the operation of output means such as a performance display device 330, a sound device 340, and a reel backlight BL based on the calculation results. Furthermore, the functions of each board, such as the main board 10 and the sub-board 20, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, as well as software consisting of a given program pre-stored in ROM or other media.

[0030] The main board 10 is composed of an input receiving means 105 (reception control means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a prize determination means 140, a payout control means 150, a replay processing means 160, a communication control means 179, and a main memory 190M.

[0031] The coin insertion receiving means 105 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins (for example, 3 coins), performs control to activate the game start operation on the start lever SL (game start operation means). In this embodiment of the game machine, the first press of the start lever SL, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, triggering the rotation of the first reel R1 to the third reel R3 and also triggering the execution of an internal lottery. Furthermore, if an operation is performed on the start lever SL while the game start operation on the start lever SL is activated, the operation on the start lever SL is deactivated.

[0032] In this embodiment of the gaming machine, when a medal is inserted into the medal slot MI (a predetermined slot), the passage detection sensor 356 in the medal selector 350 shown in Figure 2 is activated, and the insertion receiving means 105 performs a medal insertion process that sets the inserted medals to the inserted state (bet state), up to a predetermined number (a predetermined range). In this embodiment, information indicating the number of medals set to the inserted state (number of medals bet) is stored in the bet number storage area provided in the bet number storage means 192 (game value storage means) of the main memory 190M. In this way, the bet number storage means 192 stores the received medals up to a predetermined number.

[0033] Furthermore, in the gaming machine of this embodiment, it is possible to store (store) medals as credits in the credit storage area provided in the credit storage means 191 (game value storage means) of the main memory 190M, up to a limit of the maximum number of credits (a predetermined range: 50 in this embodiment). When a predetermined number of medals are inserted into the medal slot MI with the insertion state set, the passage detection sensor 356 is activated, and a credit addition process is performed to store the inserted medals as credits. In this way, the credit storage means 191 stores the received medals up to the limit of the maximum number of credits.

[0034] In this embodiment of the gaming machine, medals inserted from the medal slot MI pass through the medal selector 350 shown in Figure 2 and are sent to the hopper unit 320. However, under predetermined conditions, such as after the start of gameplay, the flow path toward the hopper unit 320 is controlled to be blocked by a blocker 355 (insertion restriction means) built into the medal selector 350, and the flow path of the medals is switched so that the inserted medals are returned from the medal payout slot MO. The blocker 355 is displaced between an authorized position (insertion permitted position) that allows the insertion of medals and an unauthorized position (insertion not permitted position) that prevents the insertion of medals.

[0035] As shown in Figure 2, the medal selector 350 is also equipped with a medal insertion detection sensor 357 and a passage detection sensor 356. The medal insertion detection sensor 357 is located near the medal slot MI and upstream of the blocker 355. When it detects the insertion of a medal, it outputs a detection signal to the main board 10. If the ON state of the medal insertion detection sensor 357 continues for a certain period of time (for example, 0.6 seconds) or longer, it indicates a possible medal jam or foreign object insertion, and the main board 10 performs error processing. The passage detection sensor 356 is located downstream of the blocker 355. When it detects the insertion of a medal, it outputs a detection signal to the main board 10. Based on the detection signal from the passage detection sensor 356, the main board 10 determines that a medal has been inserted and performs medal insertion processing and credit addition processing. In this embodiment, when a medal is inserted from the medal slot MI, if the blocker 355 is in the permitted position, the blocker 355 guides it to the passage detection sensor 356 and the insertion of the medal is detected. However, if the blocker 355 is in the prohibited position, the blocker 355 guides it to the medal dispensing slot MO. At this time, the inserted medal does not pass through the passage detection sensor 356, and is therefore returned from the medal dispensing slot MO without the passage detection sensor 356 detecting the insertion of the medal.

[0036] Furthermore, once all processing related to a single game is completed, the input receiving means 105 controls the operation of the bet button B0, provided that there are tokens stored in the game machine's credit memory. When the bet button B0 is pressed while the operation of the bet button B0 is enabled, the bet switch 220 is activated, and the input receiving means 105 performs the process of setting the tokens stored in the credit memory area to the input state (total token input process and credit deduction process), up to a predetermined number. Additionally, when the number of tokens stored in the game machine's credit memory becomes 0 or when the start lever SL is pressed to start the game, the operation of the bet button B0 is disabled.

[0037] Furthermore, once all processing related to a single game is completed, the coin insertion receiving means 105 performs control to start accepting coins (control to permit coin acceptance), specifically by positioning the blocker 355 of the coin selector 350 in the permitted position and permitting (enabling) coin detection by the passage detection sensor 356. When the number of coins stored in the game machine's credits reaches the credit limit or when a game start operation is performed on the start lever SL, it performs control to stop accepting coins (control to disallow coin acceptance), specifically by positioning the blocker 355 in the prohibited position and disabling (disabling) coin detection by the passage detection sensor 356. If coins are inserted from the coin insertion slot MI while the machine is not accepting coins, the inserted coins will not be accepted and will be returned from the coin payout slot MO. Also, even if the passage detection sensor 356 detects the insertion of coins, if the passage detection sensor 356 is disabled, the coin insertion process and credit addition process will not be performed.

[0038] Furthermore, once all processing related to a single game is completed, the coin insertion receiving means 105 controls the operation of the settlement button B4, provided that the game machine has credit-stored medals. When an effective operation is performed on the settlement button B4, the settlement switch 250 is activated, and the payout control means 150 (settlement means) performs a process (settlement process to settle medals) to pay out the medals credit-stored in the credit-stored area and the medals set to the inserted state. Once all credit-stored medals and medals set to the inserted state have been paid out, the number of medals set to the inserted state is initialized to 0, and the operation of the settlement button B4 is disabled. The operation of the settlement button B4 is also disabled when a game start operation is performed on the start lever SL.

[0039] In this embodiment, the coin insertion receiving means 105 determines that an operation on the settlement button B4 is valid for settling if the operation on the settlement button B4 is enabled because the medals are stored in credit memory or bet (set to insertion state), and the operation on the settlement button B4 is enabled in the settlement operation enabled state (settling permitted state), if the operation on the settlement button B4 is a long press operation in which the pressed state is continued (maintained) for a predetermined standard time (e.g., 0.5 seconds) (if the ON state of the settlement switch 250 is maintained for the standard time (e.g., 0.5 seconds), then the operation on the settlement button B4 is invalid for settling if the operation on the settlement button B4 is a short press operation in which the operation time is shorter than a long press operation (if the ON state of the settlement switch 250 is less than the standard time (e.g., 0.5 seconds)). Therefore, even if the operation to the payment button B4 is enabled and the payment operation is in the enabled state, if the operation to the payment button B4 is a short press, it will be an invalid operation and the payment process will not be performed. Similarly, even if the operation to the payment button B4 is a long press, if the operation to the payment button B4 is disabled, it will be an invalid operation and the payment process will not be performed.

[0040] In this embodiment, when the settlement button B4 is operated, control is performed to prevent the insertion of medals. Therefore, an "invalid operation" means that the original function (e.g., medal settlement) is not executed, and even if it is an "invalid operation," it is possible that a process other than the original function (e.g., control to prevent the insertion of medals) is performed.

[0041] The random number generation means 110 is a means for generating random numbers for drawing lots. Random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0042] The internal lottery means 120 performs an internal lottery to determine whether multiple types of roles, such as replays, minor roles, and bonuses, are achieved based on a start signal from the start switch 230, which is activated by the start lever SL being pressed (the first press operation on the activated start lever SL). If the internal lottery is successful, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state).

[0043] The reel control means 130, based on a start signal from the start switch 230 which is activated by the start lever SL when the game is started, starts the rotational drive of the first reel R1 to the third reel R3 with a stepping motor, and controls the operation to enable the stop operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels that are rotating steadily at a predetermined speed (approximately 80 rpm: a rotational speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3, which are being rotated by the stepping motor, to stop in a manner according to the setting state of the lottery flag (result of the internal lottery).

[0044] The reel control means 130, when the stop operation for stop buttons B1 to B3 is enabled and the player presses stop buttons B1 to B3, thereby activating the stop switch 240, disables the operation for the operated stop button and, based on the reel stop signal from the stop switch 240, supplies a drive pulse of full-phase excitation to the stepping motor of the reel unit 310, thereby controlling the stopping of each reel from the first reel R1 to the third reel R3.

[0045] The prize determination means 140 performs a prize determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. A winning combination is achieved when a combination of symbols indicating a predetermined winning pattern for each winning combination is displayed on an active line.

[0046] In this embodiment of the gaming machine, the winning determination process is executed based on the determination result of the winning determination means 140. As part of the winning determination process, for example, the payout control means 150 performs payout control processing for medals, and the replay processing means 160 performs replay processing.

[0047] The payout control means 150 performs payout control processing related to the payout of medals according to the game result. Specifically, when a minor win occurs, it determines the number of medals to be paid out in the game based on the predetermined payout for each win, and controls the hopper unit 320 (payout device) to pay out the number of medals corresponding to the determined payout.

[0048] The hopper unit 320 dispenses a number of medals instructed by the dispensing control means 150. The hopper unit 320 is equipped with a dispensing medal detection switch 325 that operates each time a medal is dispensed, and the dispensing control means 150 is configured to manage the number of medals actually dispensed from the hopper unit 320 based on the input signal from the dispensing medal detection switch 325.

[0049] If medal credit storage (storage storage) is permitted, instead of the hopper unit 320 actually dispensing medals, a credit addition process is performed to virtually dispense medals by adding the number of dispensing medals to the number of credits (number of medals credited) stored in the credit storage area of ​​the main memory 190M.

[0050] Furthermore, when a valid operation is performed on the settlement button B4, the payout control means 150 (settlement means) controls the hopper unit 320 (payout device) to dispense the medals stored in the credit storage area and the medals set to the inserted state (control related to medal settlement). Specifically, when the settlement button B4 is operated while the operation of the settlement button B4 is enabled, the means determines the number of medals to be settled based on the medals stored in the credit storage area and the medals set to the inserted state, and controls the hopper unit 320 (payout device) to dispense the number of medals corresponding to the determined number.

[0051] The replay processing means 160 performs a replay process (re-play process) when a replay is awarded, which sets the next game to the same preparation state as the previous game without requiring the player to insert any tokens they possess. In other words, in the gaming machine of this embodiment, when a replay is awarded, an automatic insertion process is performed in which the same number of tokens as in the previous game are automatically inserted without using the player's tokens (including credit tokens), and the machine waits for the next game start operation by pressing the start lever SL with the same active lines as in the previous game set.

[0052] The communication control means 179 controls the transmission of signals to the sub-board 20. In this embodiment of the gaming machine, only unidirectional communication from the main board 10 to the sub-board 20 is possible between the main board 10 and the sub-board 20, and the communication connection is configured such that the sub-board 20 cannot transmit signals to the main board 10.

[0053] The communication control means 179 then outputs a signal to the sub-board 20 to notify it that a medal has been set to the insert state each time the insert reception means 105 sets a medal to the insert state, the insert reception means 105 or the payout control means 150 to notify it that a medal has been credited each time a medal has been credited, the internal lottery means 120 to notify the sub-board 20 of the result of the internal lottery when it performs an internal lottery, and the prize determination means 140 to notify the sub-board 20 of the result of the prize determination when it performs a prize determination process. Furthermore, when the hopper unit 320 performs a medal dispensing operation in response to a winning combination, the communication control means 179 outputs a signal to notify the start of dispensing, outputs a signal to the sub-board 20 to notify that a medal has been dispensed each time a medal is dispensed, and outputs a signal to the sub-board 20 to notify the end of dispensing when the hopper unit 320 has dispensed the number of medals instructed by the dispensing control means 150 (when dispensing is complete). Additionally, when the hopper unit 320 performs a medal dispensing operation in response to an operation (long press operation) on the settlement button B4, the communication control means 179 outputs a signal to notify the start of dispensing (settlement processing), outputs a signal to the sub-board 20 to notify that a medal has been dispensed each time a medal is dispensed, and outputs a signal to the sub-board 20 to notify the end of dispensing (settlement processing) when the hopper unit 320 has dispensed the number of medals instructed by the dispensing control means 150 (when settlement is complete). Furthermore, once all processing related to a single game is completed, a signal is output to the sub-board 20 to notify it that the game has ended.

[0054] Furthermore, when a medal is inserted into the medal slot MI, the bet button B0 is pressed to insert a medal, the pressed bet button B0 is released, the start lever SL is pressed, the pressed start lever SL is released, the stop buttons B1 to B3 are pressed, or the pressed stop buttons B1 to B3 are released, the communication control means 179 outputs signals to the sub-board 20 to notify the player of the operations performed by the player, such as a medal being inserted into the medal slot MI, a bet button B0 being pressed, a pressed bet button B0 being released, a start lever SL being pressed, a pressed start lever SL being released, the type of stop button pressed, or the type of stop button released. Furthermore, when the upper front door UD or the lower front door DD is opened, or when the upper front door UD or the lower front door DD is closed while it is open, the communication control means 179 outputs a signal to notify the opening or closing of the upper front door UD or the lower front door DD, such as when the upper front door UD is opened, when the lower front door DD is opened, when the upper front door UD is closed while it is open, or when the lower front door DD is closed while it is open.

[0055] In this embodiment of the gaming machine, based on various notifications from the main board 10, the performance control means 180 on the sub-board 20 can cause the display device 330, sound device 340, etc. to execute performances corresponding to the results of the internal lottery, the results of the prize winning determination, the operations performed by the player, the opening and closing of the upper front door UD or the lower front door DD, etc. In this embodiment, the start lever SL, bet button B0, and stop buttons B1 to B3 output signals to the sub-board 20 notifying that they have been pressed and signals notifying that they have been released only when a valid operation is performed, and do not output signals to the sub-board 20 when an invalid operation is performed. Furthermore, the settlement button B4 outputs a signal to the sub-board 20 notifying that an operation has been performed only when a valid operation (long press operation) is performed, for example, a signal notifying the sub-board 20 that an operation has been performed is output when it is determined to be a valid operation, and does not output signals to the sub-board 20 when an invalid operation is performed. Furthermore, regarding the insertion of medals, the system is configured such that when the system is accepting medals, the passage detection sensor 356 only outputs a signal to the sub-board 20 to notify it that a medal has been inserted if it detects the insertion of a medal. When the system is not accepting medals, no signal is output to the sub-board 20.

[0056] Next, the sub-board 20 will be described. The sub-board 20 is composed of a performance control means 180 and a sub-memory 190S.

[0057] The performance control means 180 responds to signals from the main board 10 and controls the performance device to execute performances according to the progress of the game. Specifically, it controls display performances such as lighting or flashing the frame lamp AL (performance display device 330, performance device), lighting or flashing the reel backlight BL, and displaying performance images on the liquid crystal display LCD (performance display device 330, performance device), as well as sound performances such as outputting performance sounds from the speaker (performance device, sound device 340).

[0058] Furthermore, the performance control means 180, when a specific role (for example, a bonus) is won in the internal lottery, controls the operation of the performance button B5 and displays a button image on the liquid crystal display LCD that instructs or prompts the operation of the performance button B5. When the operation of the performance button B5 is activated, the performance button switch 270 is activated by the player pressing the performance button B5, and the operation of the performance button B5 is disabled, and the performance device is made to execute a chance performance that suggests the winning of a specific role. In the chance performance, a chance image that suggests the winning of a bonus is displayed on the liquid crystal display LCD.

[0059] Furthermore, the performance control means 180 causes the performance display device 330 and the sound device 340 to execute a standby performance (demo performance) if the game has not been played continuously for a predetermined time (for example, 60 seconds) under predetermined conditions. In this embodiment, the time during which the game has not been played continuously is measured by the monitoring timer 199 (timekeeping means) of the sub-memory 190S. The performance control means 180 keeps the monitoring timer 199 running at all times while the game machine is powered on, and each time a signal is input from the main board 10, the performance button switch 270, or the menu button switch 280, the measured value of the operating monitoring timer 199 is initialized (reset) to the initial value "0" and timing is restarted. When the monitoring timer 199 has measured a predetermined time (for example, 60 seconds), it is determined that the game has not been played continuously for a predetermined time (for example, 60 seconds). Regarding the performance button B5 and menu button B6, the measurement value of the monitoring timer 199 is initialized only when a valid operation is performed, and the measurement value of the monitoring timer 199 is not initialized when an invalid operation is performed. Also, regarding the directional pad B7, the measurement value of the monitoring timer 199 is not initialized whether a valid or invalid operation is performed. In this embodiment, when a medal is inserted while the machine is accepting medals, or when a valid operation is performed on any of the operating means, the timing of the monitoring timer 199 is reset, and when a medal is inserted while the machine is not accepting medals, or when an invalid operation is performed on any of the operating means, the timing of the monitoring timer 199 is not reset.

[0060] In addition, during standby mode, demo images (demonstration videos, demo screens) are displayed on the LCD display, the frame lamp AL lights up or flashes according to the demo animation pattern, and the speaker volume is controlled to mute.

[0061] Furthermore, the performance control means 180 enables operation of the performance button B5 when the monitoring timer 199 has measured a predetermined time (for example, 60 seconds), and disables operation of the performance button B5 when the standby performance ends.

[0062] Furthermore, the performance control means 180 terminates the standby performance and returns to the game performance if an effective operation is performed on any of the operation means while the standby performance is in progress. However, if an operation is performed on the menu button B6 or the directional pad B7 while the standby performance is in progress, the standby performance is terminated and the game transitions to a menu performance that displays the menu as described later. Thus, in this embodiment, the standby performance can be terminated not only by operations that advance the game, such as inserting medals, operating the bet button B0 or ​​the start lever SL, but also by operations on performance buttons B5, menu buttons B6 or the directional pad B7 that do not affect the progress of the game. In this embodiment, the standby performance can also be terminated by opening or closing the upper front door UD or the lower front door DD.

[0063] In this embodiment, the performance control means 180 enables operation to the menu button B6 and directional pad B7 based on a signal from the main board 10 notifying the end of one game round. When the start lever SL is pressed to start the game, the operation to the menu button B6 and directional pad B7 is disabled. When an effective operation is performed on either the menu button B6 or directional pad B7, the menu display is shown on the liquid crystal display LCD, displaying the menu screen 400 (a predetermined menu screen), as shown in Figure 3. When the system switches to the menu screen 400, the previously displayed image is hidden.

[0064] On the menu screen 400, as shown in Figure 3, the following items are displayed as options: "Volume," "Brightness," "Performance Customization," "Game History," and "Exit." By moving the cursor using the directional pad B7 and selecting one of the items, and then pressing the menu button B6 to confirm, the screen corresponding to the selected item will be displayed.

[0065] When "Volume" is selected on the menu screen 400, the system transitions to the volume setting screen 410 for setting the volume of sound output from the speaker, as shown in Figure 4(A). When "Brightness" is selected on the menu screen 400, the system transitions to the brightness setting screen 430 for setting the brightness of the outer lamp AL and the liquid crystal display LCD, as shown in Figure 4(B). When "Performance Customization" is selected on the menu screen 400, the system transitions to the performance customization screen (not shown) for setting the performance mode. When "Game History" is selected on the menu screen 400, the system transitions to the game history screen (not shown) for checking game history such as the number of bonus wins. In this embodiment, the volume can be set in five stages from "1" to "5". On the volume setting screen 410, as shown in Figure 4(A), a volume bar image 420 corresponding to the five volume stages is displayed. The volume is changed by increasing or decreasing the scale on the volume bar using the left button B7C or the right button B7D, and the volume is finalized by using the menu button B6. The light intensity can also be set in five stages from "1" to "5". On the light intensity setting screen 430, as shown in Figure 4(B), a light intensity bar image 440 corresponding to the five light intensity stages is displayed. The light intensity can be changed by increasing or decreasing the scale on the light intensity bar using the left button B7C or the right button B7D, and the light intensity can be finalized by using the menu button B6. In addition, the effect customization screen allows you to select effect patterns corresponding to specific characters.

[0066] When the menu button B6 is pressed on the volume setting screen 410, the brightness setting screen 430, the effects customization screen, or the game history screen, the user returns to the menu screen 400. When "Exit" is selected on the menu screen 400, the menu screen 400 is closed and the user returns to the game effects (game screen) (the menu display is closed).

[0067] Furthermore, on the menu screen 400, volume setting screen 410, brightness setting screen 430, performance customization screen, or game history screen, if a medal is inserted into the medal slot MI, a valid operation is performed on the bet button B0, a valid operation is performed on the payout button B4, or the start lever SL is pressed to start the game, these displays will be terminated and the game performance will return.

[0068] The functions of this embodiment can be virtually implemented by a computer system (including a game system). In these systems, the functions can be implemented by downloading a program that enables the computer to function as the main board 10 and sub-board 20 of this embodiment from an information storage medium such as a CD or DVD, or from a web server on the internet via a network. In the above computer system, the medal insertion switch 210, bet switch 220, start switch 230, stop switch 240, etc., can be implemented by virtually assigning their functions to operating means such as a keyboard, pointing device (mouse, etc.), or controller. In the above computer system, the reel unit 310, hopper unit 320, etc., are not essential configuration requirements, and the functions of these device units can be virtually implemented by controlling the images displayed on a display (display device).

[0069] 2. The method of this embodiment The control method employed in the gaming machine of this embodiment will be described in detail below with reference to Figures 5 and 6. Figures 5 and 6 illustrate the relationship between the settlement button and the blocker in the gaming machine of this embodiment.

[0070] First, in this embodiment, the coin insertion receiving means 105 controls the acceptance of medals, specifically determining whether the acceptance is permitted (first state) or not (second state). The permitted state is a state in which medals can be accepted by allowing their acceptance. In the permitted state, the coin insertion receiving means 105 makes it possible to accept medals by positioning the blocker 355 in the permitted position, enabling medal detection by the passage detection sensor 356, and enabling operation of the bet button B0 on ​​the condition that medals are stored as credits in the gaming machine.

[0071] Furthermore, the "no-insertion" state is a state in which the system does not accept medals by not allowing them to be inserted. The insertion acceptance means 105 prevents the system from accepting medals in the "no-insertion" state by positioning the blocker 355 in the "no-insertion" position, disabling the detection of medals by the passage detection sensor 356, and disabling the operation of the bet button B0.

[0072] In this embodiment, during the medal acceptance period, which is the period for accepting medals, the system is controlled to allow medal insertion in principle, except when the number of medal credits is at the maximum credit limit and the specified number of medals have been bet (set to insert state). However, even during the medal acceptance period, the system is controlled to disallow medal insertion under certain conditions.

[0073] For example, as shown in Figure 5(A), when a short press (e.g., 0.25 seconds) is made on the settlement button B4 in a settlement operation enabled state (settlement permitted state where game value is stored in the game value storage means) and insertion permitted state, where operation on the settlement button B4 is enabled because a medal is stored in credit storage or bet, the system controls the system to an insertion prohibited state while the short press is being made, and controls the system to an insertion permitted state when the short press is finished. Specifically, as shown in Figure 5(A), when the settlement button B4 is pressed, the blocker 355 is displaced from the permitted position to the prohibited position, and when the pressed settlement button B4 is released, the blocker 355 is displaced from the prohibited position to the permitted position. In this case, while the short press is being made on the settlement button B4, the detection of medals by the passage detection sensor 356, operation on the start lever SL, and operation on the bet button B0 are also disabled in accordance with the behavior of the blocker 355, and are enabled when the short press is finished. For example, if the start lever SL is activated because the prescribed number of medals have been bet, and a short press (e.g., 0.25 seconds) is made on the payout button B4, the start lever SL will be disabled while the short press is being made. Similarly, if the bet button B0 is activated because the medals stored in the credit can be bet, and a short press (e.g., 0.25 seconds) is made on the payout button B4, the bet button B0 will be disabled while the short press is being made. In this example, the payout button B4 is activated, but the short press is an invalid operation, so no payout process is performed.

[0074] Furthermore, as shown in Figure 5(B), if a short press (for example, 0.25 seconds) is made on the settlement button B4 while the settlement operation is disabled (a non-settlement permitted state in which no game value is stored in the game value storage means) and the insertion is permitted, because the operation on the settlement button B4 is disabled since no medals have been stored in credit storage or bet, the machine is controlled to an insertion-denied state while the short press is being made, and then controlled to an insertion-permitted state when the short press is finished. Specifically, as shown in Figure 5(B), while a short press is made on the settlement button B4, the blocker 355 is positioned in the denied position, and when the short press is finished, it is moved to the permitted position. The detection of medals by the passage detection sensor 356 is also disabled in accordance with the behavior of the blocker 355, and is enabled when the short press is finished. In this example, since the operation on the start lever SL and the bet button B0 are disabled because no medals have been stored in credit storage or bet, the disabled state continues while the short press is being made and is maintained even after the short press is finished. In this example, since the operation of the payment button B4 is disabled and short-press operation is also invalid, the payment process will not be performed.

[0075] Furthermore, as shown in Figure 5(C), if a long press (for example, 0.5 seconds) is made on the settlement button B4 while the settlement operation is disabled and the insertion is permitted, the machine is controlled to a state where insertion is not permitted while the long press is being made, and then controlled to a state where insertion is permitted when the long press ends. Specifically, as shown in Figure 5(C), while the settlement button B4 is being long pressed, the blocker 355 is positioned in the prohibited position, and when the long press ends, it is moved to the permitted position. The detection of medals by the passage detection sensor 356 is also disabled in accordance with the behavior of the blocker 355, and is enabled when the long press ends. In this example, since no medals are credited or bet, operations on the start lever SL and the bet button B0 are disabled, so the disabled state continues while the long press is being made and is maintained even after the long press ends. Also in this example, since operations on the settlement button B4 are disabled, no settlement process is performed even if a long press is made.

[0076] Furthermore, as shown in Figure 6(A), if a long press operation (e.g., 0.5 seconds) is performed on the settlement button B4 while the settlement operation is enabled and the deposit is permitted, the system controls the system to a deposit-denied state from the start of the long press operation until a predetermined time (e.g., 0.5 seconds) has elapsed after the settlement process is completed. After the predetermined time (e.g., 0.5 seconds) has elapsed after the settlement process is completed, the system controls the system to a deposit-permitted state. Specifically, as shown in Figure 6(A), when the settlement button B4 is pressed, the blocker 355 is displaced from the permitted position to the denied position. When the pressing time (operation time) of the settlement button B4 reaches the reference time (e.g., 0.5 seconds), it is determined to be a valid operation and the settlement process is started. The blocker 355 is maintained in the denied position during the execution of the settlement process. After a predetermined time (e.g., 0.5 seconds) has elapsed after the settlement process is completed, the blocker 355 is displaced from the denied position to the permitted position. In this case, while the blocker 355 is displaced to an unauthorized position, the detection of medals by the passage detection sensor 356, the operation of the start lever SL, and the operation of the bet button B0 are all disabled in accordance with the behavior of the blocker 355. After a predetermined time (for example, 0.5 seconds) has elapsed since the settlement process is completed, the detection of medals by the over-detection sensor 356 is enabled, and the operation of the start lever SL and the operation of the bet button B0 remain disabled because all medals have been settled by the settlement process.For example, if the start lever SL is activated because a specified number of medals have been bet, and a long press (e.g., 0.5 seconds) is made on the payout button B4, the operation to the start lever SL will be disabled while the blocker 355 is displaced to the unauthorized position, and the operation to the start lever SL will remain disabled even after the blocker 355 moves from the unauthorized position to the permitted position. Similarly, if the bet button B0 is activated because the medals stored in the credit can be bet, and a long press (e.g., 0.5 seconds) is made on the payout button B4, the operation to the bet button B0 will be disabled while the blocker 355 is displaced to the unauthorized position, and the operation to the bet button B0 will remain disabled even after the blocker 355 moves from the unauthorized position to the permitted position. Thus, in the example shown in Figure 6(A), the system controls the system to a state where medal insertion is not permitted from the time the long press operation begins until at least the end of the payout process, and then controls it to a state where medal insertion is permitted once the payout process is complete.

[0077] Furthermore, as shown in Figure 6(B), if a specific long-press operation (specific operation) is performed on the settlement button B4 while the settlement operation is enabled and the deposit is permitted, which involves holding the button down for a longer period (e.g., 5 seconds) than the standard time (e.g., 0.5 seconds), the system will be controlled to a deposit-denied state from the start of the specific long-press operation until a predetermined time (e.g., 0.5 seconds) has elapsed after the settlement process is completed. Once the predetermined time (e.g., 0.5 seconds) has elapsed after the settlement process is completed, the system will be controlled to a deposit-permitted state. Specifically, as shown in Figure 6(B), when the payment button B4 is pressed, the blocker 355 is displaced from the permitted position to the prohibited position. When the pressing time (operation time) of the payment button B4 reaches a standard time (e.g., 0.5 seconds), it is determined to be a valid operation and the payment process is started. The blocker 355 is kept in the prohibited position during the execution of the payment process. After a predetermined time (e.g., 0.5 seconds) has elapsed since the end of the payment process, the blocker 355 is displaced from the prohibited position to the permitted position, even if the payment button B4 is still pressed. In this case, similar to the example shown in Figure 6(A), while the blocker 355 is displaced to the unauthorized position, the detection of medals by the passage detection sensor 356, the operation of the start lever SL, and the operation of the bet button B0 are all disabled in accordance with the behavior of the blocker 355. After a predetermined time (for example, 0.5 seconds) has elapsed since the settlement process is completed, the detection of medals by the over-detection sensor 356 is enabled, and the operation of the start lever SL and the operation of the bet button B0 remain disabled because all medals have been settled by the settlement process. Thus, in the example shown in Figure 6(B), the system is controlled to a state where insertion is not permitted from the time a specific long-press operation is started until at least the settlement process is completed, and once the settlement process is completed, the system is controlled to a state where insertion is permitted even if the settlement button B4 is pressed.

[0078] Furthermore, as shown in Figure 6(C), if a specific long-press operation (e.g., 5 seconds) is performed on the settlement button B4 while the settlement operation is disabled and the deposit is permitted, the system is controlled to a deposit-denied state from the start of the specific long-press operation until a predetermined time (e.g., 0.5 seconds) has elapsed while the settlement button B4 is pressed. Once the predetermined time (e.g., 0.5 seconds) has elapsed, the system is controlled to a deposit-permitted state. Specifically, as shown in Figure 6(C), the blocker 355 is positioned in the de-permitted position from the start of the specific long-press operation until a predetermined time (e.g., 0.5 seconds) has elapsed while the settlement button B4 is pressed. Once the predetermined time (e.g., 0.5 seconds) has elapsed, the blocker 355 is displaced from the de-permitted position to the permitted position, even if the settlement button B4 is pressed. In this case, the predetermined time (for example, 0.5 seconds) is the reference time until it is determined that the operation on the settlement button B4 is valid (reference time to start settling the game value: for example, 0.5 seconds). Also, while the blocker 355 is displaced to an unauthorized position in this case, the detection of medals by the passage detection sensor 356 is also disabled in accordance with the behavior of the blocker 355, and is enabled after a predetermined time (for example, 0.5 seconds) has elapsed since the specific long-press operation began. In this example, since the medals are neither credit-stored nor bet, the operation on the start lever SL and the bet button B0 are disabled, so the disabled state continues until the predetermined time (for example, 0.5 seconds) has elapsed since the specific long-press operation began, and remains disabled even after the predetermined time (for example, 0.5 seconds) has elapsed. Also, in this example, since the operation on the settlement button B4 is disabled, no settlement process will be performed even if the specific long-press operation is performed.

[0079] As described above, in this embodiment, as shown in Figures 5(A) to 5(C) and Figures 6(A) to 6(C), when an operation on the settlement button B4 is initiated, the system is controlled to a state where insertion is not permitted, thereby preventing fraudulent acts related to the insertion of medals.

[0080] Furthermore, in this embodiment, as shown in Figures 5(A) and 5(B), when a short press is made on the settlement button B4 while the settlement operation is enabled or disabled and the machine is in a state where insertion is permitted, the machine is controlled to a state where insertion is not permitted while the short press is being made, thereby preventing fraudulent acts related to medal insertion. When the short press on the settlement button B4 ends (when the operation on the settlement button B4 ends before the standard time for starting medal settlement has elapsed since the start of the operation on the settlement button B4), the machine is controlled to a state where insertion is permitted. This allows for quick medal insertion by preventing medal insertion for the minimum necessary time, thereby improving the operability related to medal insertion.

[0081] Furthermore, in this embodiment, as shown in Figure 5(C), when the settlement button B4 is pressed for a long time (for example, 0.5 seconds) while the settlement operation is disabled and the coin insertion is permitted, the system is controlled to a state where coin insertion is not permitted while the long press is being performed, thereby preventing fraudulent acts related to coin insertion. Once the long press on the settlement button B4 ends, the system is controlled to a state where coin insertion is permitted. This allows for quick coin insertion by preventing coin insertion for the minimum necessary time, thereby improving the operability related to coin insertion.

[0082] Furthermore, in this embodiment, as shown in Figure 6(A), when the settlement operation is enabled and the coin insertion is permitted, a long press operation (for example, 0.5 seconds) is performed on the settlement button B4. During this time, the system controls the system to a state where coin insertion is not permitted from the start of the long press operation until a predetermined time (for example, 0.5 seconds) has elapsed after the settlement process is completed. This prevents fraudulent coin insertion, and once the predetermined time (for example, 0.5 seconds) has elapsed (when the coin settlement is complete), the system controls the system to a state where coin insertion is permitted. This allows for quick coin insertion and improves the operability of coin insertion.

[0083] Furthermore, in this embodiment, as shown in Figure 6(B), when a specific long press operation (for example, 5 seconds) is performed on the settlement button B4 while the settlement operation is enabled and the coin insertion is permitted, the system controls the system to a state where coin insertion is not permitted from the time the specific long press operation begins until a predetermined time (for example, 0.5 seconds) has elapsed after the settlement process is completed. This prevents fraudulent acts related to coin insertion, and once a predetermined time (for example, 0.5 seconds) has elapsed after the settlement process is completed (when the coin settlement is completed), the system controls the system to a state where coin insertion is permitted, even if the settlement button B4 is in the pressed state (an operation on the settlement button B4 is being performed). This allows coins to be inserted even before the pressed settlement button B4 is released, thereby improving the operability related to coin insertion.

[0084] Furthermore, in this embodiment, as shown in Figure 6(C), if a specific long press operation (e.g., 5 seconds) is performed on the settlement button B4 while the settlement operation is disabled and the coin insertion is permitted, the system controls the system to a state where coin insertion is not permitted for a standard time (e.g., 0.5 seconds) elapsed from the start of the specific operation until the start of coin settlement. This prevents fraudulent coin insertion, and once the standard time has elapsed, the system controls the system to a state where coin insertion is permitted, even if the settlement button B4 is pressed (an operation on the settlement button B4 is being performed). This allows coin insertion even before the pressed settlement button B4 is released, improving the operability of coin insertion. As a result, the game can be started as quickly as possible.

[0085] Furthermore, in this embodiment, as shown in the examples in Figures 6(A) and 6(B), the system is controlled to allow coin insertion after a predetermined time has elapsed since the completion of the settlement process. Since the time required for the settlement process varies depending on the number of coins to be settled, it is possible to prevent the player from controlling the timing of the transition from the unallowed coin insertion state to the allowed coin insertion state, thereby preventing fraudulent activities related to coin insertion as much as possible.

[0086] Furthermore, in this embodiment, as shown in the examples in Figures 5(A) and 5(B), the system is controlled to allow insertion at the same timing (when the settlement button B4, which is in the pressed state, is released). This allows for the standardization of processing regarding medal acceptance control, thereby improving design efficiency.

[0087] Furthermore, in this embodiment, as shown in the examples in Figures 6(A) and 6(B), the system controls the system to allow insertion whether or not an operation is performed on the settlement button B4 after a predetermined time has elapsed since the end of the settlement process. This allows for standardization of the process regarding medal acceptance control, thereby improving design efficiency.

[0088] Furthermore, in this embodiment, in the examples shown in Figures 5(A), 5(B), 5(C), and 6(C), the operation on the settlement button B4 is an invalid operation. Therefore, the measured value of the monitoring timer 199 is not initialized (reset) to the initial value "0" by pressing or releasing the settlement button B4. However, in the examples shown in Figures 6(A) and 6(B), the measured value of the monitoring timer 199 is initialized (reset) to the initial value "0" at the timing when a valid operation on the settlement button B4 is performed (the timing when it is determined to be valid and the settlement process begins) and at the timing when the settlement process is completed. Note that in the examples shown in Figures 6(A) and 6(B), the monitoring timer 199 may be initialized (reset) only at one of the timings of the valid operation on the settlement button B4 and the timing when the settlement process is completed.

[0089] Furthermore, in this embodiment, when a valid operation is performed on the menu button B6, the measured value of the monitoring timer 199 is initialized (reset) to the initial value "0". For example, if a valid operation is performed on the menu button B6 while a game performance or standby performance is being executed to transition to the menu display (start the menu display), or if a valid operation is performed on the menu button B6 while the menu is displayed to return to the game performance (end the menu display), the measured value of the monitoring timer 199 is initialized (reset) to the initial value "0".

[0090] Furthermore, for example, if a valid operation is performed on the menu button B6 to determine the volume on the volume setting screen 410, or on the light intensity setting screen 430 to determine the volume, or on the performance customization screen to determine the performance mode, or if a valid operation is performed on the menu button B6 to return to the menu screen 400 from the volume setting screen 410, light intensity setting screen 430, performance customization screen, or game history screen, the measured value of the monitoring timer 199 is initialized (reset) to its initial value "0". However, in these cases, the measured value of the monitoring timer 199 may not be initialized (reset) to its initial value "0".

[0091] Furthermore, in this embodiment, the measured value of the monitoring timer 199 is not initialized (reset) to the initial value "0" by any valid operation of the directional key B7. For example, even if a valid operation (a predetermined change operation) is performed on the directional key B7 to select an option such as "Volume" on the menu screen 400, or if a valid operation (a predetermined change operation) is performed on the directional key B7 to change the volume on the volume setting screen 410, or if a valid operation (a predetermined change operation) is performed on the directional key B7 to change the light intensity on the light intensity setting screen 430, or if a valid operation (a predetermined change operation) is performed on the directional key B7 to change the performance mode on the performance customization screen, the measured value of the monitoring timer 199 is not initialized (reset) to the initial value "0".

[0092] As described above, according to this embodiment, invalid operations on the settlement button B4, as shown in the examples in Figures 5(A), 5(B), 5(C), and 6(C), do not initialize (reset) the measured value of the monitoring timer 199 to the initial value "0". Therefore, it is possible to avoid giving players who want to see the demo screen unnecessary waiting time.

[0093] Furthermore, in this embodiment, if a valid operation is performed on the menu button B6 while the menu is displayed in order to return to the game presentation, the measured value of the monitoring timer 199 is initialized (reset) to the initial value "0" and the timing by the monitoring timer 199 is restarted. This prevents the demo screen from being unnecessarily shown to a player who is about to exit the menu display and start playing, thus minimizing any loss of motivation to play.

[0094] Furthermore, in this embodiment, when the monitoring timer 199 measures a predetermined time (for example, 60 seconds) while the menu is displayed, the system transitions from the menu display to the demo screen. Depending on the valid operation of the directional key B7, the measured value of the monitoring timer 199 is not initialized (reset) to the initial value "0" (the system does not restart). This prevents players who want to see the demo screen from having to wait unnecessarily, thus minimizing any loss of motivation to play.

[0095] Furthermore, in this embodiment, the timing by the monitoring timer 199 is reset when a medal is inserted or an effective operation is performed on the operating means such as the bet button B0, start lever SL, or payout button B4 while the insertion permission state is active. However, the timing by the monitoring timer 199 is not reset when a medal is inserted or an invalid operation is performed on the operating means such as the bet button B0, start lever SL, or payout button B4 while the insertion permission state is not active. This allows for accurate timing of periods when gameplay is not continuously taking place.

[0096] Furthermore, the invention of this embodiment relates to a gaming machine comprising: a settlement means that controls the settlement of game value based on an operation on a predetermined operating means; a first performance operation means for performing an operation to terminate the display of a predetermined menu screen; a second performance operation means for performing a predetermined change operation; a timing means for timing the time during which the game is not being played continuously; and a performance control means for performing a standby performance when the timing means has timed a predetermined period of time, wherein the performance control means restarts the timing by the timing means when an operation is performed on the first performance operation means, and does not restart the timing by the timing means when an operation is performed on the second performance operation means.

[0097] Furthermore, this embodiment employs a printing method that can prevent or reduce poor identification or misidentification of patterns. The method of this embodiment will be described below with reference to Figures 7 to 13. Figure 7 is a front view showing the internal configuration of the casing of the gaming machine of this embodiment of the present invention, and Figure 8 is a perspective view showing the reels of the gaming machine of this embodiment of the present invention.

[0098] First, the reel unit 310 of this embodiment will be described. As shown in Figures 7 and 8, the reel unit 310 includes a stepping motor M provided on each of the first reel R1 to the third reel R3 to rotate and drive each reel, the first reel R1 to the third reel R3 supported on the drive shaft of each stepping motor M, a reel backlight BL provided on each of the first reel R1 to the third reel R3 to illuminate each reel from the inside toward the front, and a reflector RL that reflects the light from the reel backlight BL and guides it toward the front. As shown in Figure 7, the reel backlight BL has a plurality of light source LEDs (light-emitting diodes) and a backlight substrate 316 on which the plurality of light source LEDs are installed, and a total of 6 LEDs 315 (315-11 to 315-23) are arranged on the backlight substrate 316 in 3 columns and 2 rows from each opening of the reflector RL (see Figure 20).

[0099] As shown in Figure 8, the first reel R1 has a reel frame FR1 and a thin, strip-shaped reel tape T1 on which multiple patterns are arranged in a row along the longitudinal direction (circumferential direction) Y. The second reel R2 has a reel frame FR2 and a thin, strip-shaped reel tape T2 on which multiple patterns are arranged in a row along the longitudinal direction (circumferential direction) Y. The third reel R3 has a reel frame FR3 and a thin, strip-shaped reel tape T3 on which multiple patterns are arranged in a row along the longitudinal direction (circumferential direction) Y.

[0100] Each of the reel frames FR1 to FR3 has a first rim portion 21 and a second rim portion 22, and a plurality of connecting portions 23 connecting these first and second rim portions 21 and 22, and is integrally formed from a highly translucent (transparent in this embodiment) synthetic resin.

[0101] The first rim portion 21 and the second rim portion 22 are formed in an annular shape concentric with the rotation axis of the stepping motor M and are spaced apart in the left-right direction (axial direction), i.e., in the short direction (width direction) X which is perpendicular to the longitudinal direction Y of the reel tapes T1 to T3. Multiple connecting portions 23 are provided at different positions on the circumference of the first rim portion 21 and the second rim portion 22, extending along the short direction X to bridge the gap between the first rim portion 21 and the second rim portion 22, and connecting the first rim portion 21 and the second rim portion 22.

[0102] As shown in Figures 8, 9, and 10, adhesive regions are formed on the back surfaces of both ends of the reel tape T1 in the short direction X, where adhesive members 65, 65 such as double-sided tape are attached to the end support surface 21a of the first rim portion 21 and the end support surface 22a of the second rim portion 22 for bonding the reel tape T1. When the reel tape T1 is viewed from the front side, this adhesive region includes a right-side adhesive region that extends inward from the right end T1c in the short direction X of the reel tape T1 at a distance b, and a left-side adhesive region that extends inward from the left end (edge ​​on the X2 direction side) T1d in the short direction X of the reel tape T1 at a distance b. For example, the distance b is set to a distance in the range of 4 mm to 6 mm, and it is desirable that it is formed to be about 1 mm (e.g., 0.5 mm to 1.5 mm) larger in the left-right direction (short direction X) than the end support surfaces 21a and 22a.

[0103] The reel tape T1, which is wound around the reel frame FR1, is held in place by the adhesive member 65, which adheres the right adhesive area formed on the inner surface (back surface) to the end support surface 21a, and the left adhesive area formed on the inner surface to the end support surface 22a.

[0104] Furthermore, as described above, the reel tape T1 is formed such that its length in the longitudinal direction Y is longer than the circumferential length (circumferential length) of the end support surfaces 21a and 22a, and is wound around the reel frame FR1 such that one end (start end) T11 on one side in the longitudinal direction Y is superimposed on the other end (end end) T12 on the other side from the radially outside of the reel. With the reel tape T1 wound around the reel frame FR1, the transparent portion 63 and the pattern P6, which is the pattern (pattern 19) located on the farther side in the longitudinal direction Y, overlap in the radial direction of the reel. In other words, with the reel tape T1 wound around the reel frame FR1, the outer surface (surface, outer circumference) of the transparent portion 63 is covered by the other end T12 in the longitudinal direction Y.

[0105] Figure 9 shows each reel tape T1 viewed from the surface side (the outer surface side when wound around the reel frame FR1 (see Figure 8)). As shown in Figure 9, the multiple patterns arranged on reel tapes T1 to T3 consist of, for example, numbers, strings of characters, fruits, characters, etc., designed specifically for each machine, or combinations thereof. These multiple patterns include, for example, pattern P1 (pattern "red 7"), pattern P2 (pattern "blue 7"), pattern P3 (pattern "BAR"), pattern P4 (pattern "cherry"), pattern P5 (pattern "watermelon"), pattern P6 (pattern "bell"), pattern P7 (pattern "replay"), pattern P8A (pattern "blank A"), pattern P8B (pattern "blank B"), etc. Note that the actual design P4 (design "Cherry") has the shape shown in Figure 11, but the design P4 (design "Cherry") in Figure 9, etc., is a simplified representation for the sake of explanation.

[0106] Symbols P4 ("Cherry") and P5 ("Watermelon") are specific symbols that can be displayed on the active line or within the display window DW when the stop button is pressed at a predetermined timing according to the results of the internal lottery, etc. These symbols are used to form combinations of symbols that are chance roles (so-called rare roles) that trigger a lottery favorable to the player, or combinations of symbols that trigger a reward favorable to the player.

[0107] Each of the above designs P1, P2, P3, P4, P5, P6, and P7 has edges P1a, P2a, P3a, P4a, P5a, P6a, and P7a that form the outline of the design by being printed with paint, as will be explained in detail later, and colored parts P1b, P2b, P3b, P4b, P5b, P6a, and P7b that are colored inside these edges P1a, P2a, P3a, P4a, P5a, P6a, and P7a. Details of the colored part P4b of design P4 (design "Cherry") will be explained later.

[0108] Furthermore, when viewed from the radial direction, the patterns P1, P2, and P3 are arranged such that the edges P1a, P2a, and P3a partially overlap with the first rim portion 21, the second rim portion 22, and the adhesive members 65, 65 in the short-side direction X, while the colored portions P1b, P2b, and P3b do not overlap with either the first rim portion 21 or the second rim portion 22. As a result, the light from the reel backlight BL that passes through the colored portions P1b, P2b, and P3b is not obstructed by the first rim portion 21 and the second rim portion 22, allowing the patterns P1, P2, and P3 to be displayed larger in the short-side direction X.

[0109] On the other hand, each of the above-mentioned patterns P8A and P8B has edge portions P8Aa and P8Ba that form the outer edge of the pattern, and pattern portions P8Ab and P8Bb that form a pattern inside the edge portions P8Aa and P8Ba. In the patterns P8A and P8B, the edge portions P8Aa and P8Ba and the pattern portions P8Ab and P8Bb are drawn with lines, and the remaining parts are printed with a background forming layer 61 that forms the background portion H, which will be described in more detail later, and is therefore the same color as the background portion H of patterns P8A and P8B.

[0110] The reel tape T1 described above, when wound around the reel frame FR1 (i.e., with the other end T12 overlapping the transparent part 63), has one of the patterns P1 to P8B placed in each of the 20 virtual regions obtained by virtually dividing the longitudinal direction Y into 20 evenly spaced virtual regions. The numbers on the left side of the reel tape T1 shown in Figure 9 indicate the pattern numbers, with the side closest to one end T11 being pattern number 0, and from there, in the Y2 direction, one of the patterns P1 to P8B is placed in the arrangement shown in Figure 9, with patterns 2, 3, ... 19 in order. In reel tapes T2 and T3, the patterns are arranged differently from those in reel tape T1 shown in Figure 9, but similarly, one of the patterns P1 to P8B is placed in each virtual region as patterns 0 to 19.

[0111] Figure 10 is a cross-sectional view taken along the arrow AA in Figure 9. Reel tapes T1 to T3 differ in the arrangement of patterns (types of patterns, number of specific patterns, order in which patterns are arranged, etc.) and the identification indicators 70 used to identify them, but the other configurations are the same. Therefore, the following explanation will use reel tape T1 as an example, and the explanation of the configurations of reel tapes T2 and T3, which are the same as those of reel tape T1, will be omitted.

[0112] As shown in Figures 9 and 10, the reel tape T1 is constructed by laminating printed layers on the back surface of a transparent synthetic resin base material 60 using multiple types of paints with different colors and transparency. For example, starting from the side closest to the back surface of the base material 60, a pattern-forming layer (pattern section) 67 that forms multiple patterns, a background-forming layer 61 that forms a background section H which is the area extending around the pattern when viewed from the front side, and a diffusion layer 64 for diffusing light from the reel backlight BL are stacked on top of each other, with each layer formed by screen printing or the like.

[0113] Furthermore, the background forming layer 61 includes a first background forming layer (background portion) 61A printed on the side closer to the back surface of the substrate 60, and a second background forming layer 61B printed on the opposite side of the substrate 60, with the first background forming layer 61A in between. In addition, a transparent portion 63 is formed at one end T11 on one side (Y1 direction side, the lower side shown in Figure 9) in the longitudinal direction Y of the reel tape T1, where none of the pattern forming layer 67, background forming layer 61, or diffusion layer 64 are formed. The transparent portion 63 (end T11) is positioned so as to overlap and be hidden by the other end T12 when the reel tape T1 is wound around the reel frame FR1, in other words, it is formed so that the background portion H is connected at least once around.

[0114] As will be described in more detail later, the pattern-forming layer 67 is formed by layering multiple types of colored paints or transparent paints, and the shape (design) of each pattern is formed when viewed from the surface of the reel tape T1. The pattern-forming layer 67 is printed in layers, for example, starting from the side closest to the back surface of the substrate 60, and roughly in order from the lowest to the highest brightness colors as the four primary colors of the printed material, such as a layer of black paint (K: key plate) (the edge, described later), a layer of blue paint (C: cyan) (the blue part), a layer of red paint (M: magenta) (the red part), a layer of yellow paint (Y: yellow) (the yellow part), and a layer of transparent paint. Single colors or multiple colors are printed in layers in this order. In particular, in this embodiment, at least six colors of paint are printed in layers, including a light blue paint (a paint with a high proportion of cyan), which is a type of blue paint, between the blue paint and the red paint, and a pink paint (a paint with a high proportion of magenta), which is a type of red paint, between the red paint and the yellow paint. As will be described later, a background-forming layer 61, which is a layer of white paint (the white part), is printed after these pattern-forming layers 67.

[0115] In this embodiment, the pattern-forming layer 67 is described as having a layer of light blue paint and a layer of pink paint as intermediate colors to improve the design of the pattern. However, it may also be formed only of the four primary colors of the printed material without these intermediate colors, or even with additional layers of other intermediate colors. In the following description of this embodiment, the layer of light blue paint will be treated as a type of blue paint and as a blue part, and the layer of pink paint will be treated as a type of red paint and as a red part.

[0116] Furthermore, the colors of each part, as will be explained in more detail later, refer to the color with the highest proportion of paint, and are colors that can be commonly recognized as such. Specifically, for example, the color of the blue part refers to the color with the highest proportion of blue-based paint among the four primary colors of the printed material, and is a color that can be commonly recognized as blue. For example, cyan is a slightly greenish light blue, a bluish-green close to light blue, etc., and is commonly considered blue and a cool color.

[0117] The pattern-forming layer 67, formed by printing each color of paint in layers, is formed by stacking an edge-forming layer 67a that forms the edges of the pattern (P1a, P2a, P3a, P4a, P5a, P6a, P7a, P8Aa, P8Ba), a color-forming layer 67b that forms a colored portion in at least a part of the internal region of the edge, and a light-transmitting layer 67c that, depending on the pattern, forms a portion that is colored and easily transmits light in at least a part of the internal region of the edge.

[0118] The edges (P1a, P2a, P3a, P4a, P5a, P6a, P7a, P8Aa, P8Ba) form the outline (contour) of the design. The edge-forming layer 67a is formed in black using the black-based paint described above, and is formed to have a low brightness so that light (visible light) from the reel backlight BL does not easily pass through. Note that the edge-forming layer 67a only needs to form the edge of the design, and a part of the internal area of ​​the edge may be formed with the same paint as the paint that forms the edge. Furthermore, the edge-forming layer 67a is not limited to being formed with the same paint for each design, but may be formed with different paints for each design. In addition, although the edges in this embodiment are described as being formed in black using a black-based paint, they may also be dark gray, dark blue, etc.

[0119] The color-forming layer 67b is formed from paints such as blue, light blue, red, pink, and yellow, which are mostly colored with higher saturation and brightness than the edge-forming layer 67a (black) and allow light to pass through more easily. In Figure 10, the color-forming layer 67b is shown as a single layer, representing the red portion of the design P1 (design "Red 7"). However, it is not limited to this, and as will be explained in more detail later, the paint forming the color-forming layer 67b may consist of multiple different colors for each design, meaning that multiple color-forming layers may be layered together. Details of this color-forming layer 67b will be explained later.

[0120] The translucent layer 67c is formed, for example, by a paint that has higher saturation and brightness than the colored layer 67b and is more easily transmitted light. The paint forming the translucent layer 67c is made of multiple colors of paint different for each design, and may be made by layering the colored layer and the translucent layer, or by layering multiple translucent layers, using paints with higher saturation and brightness than the colored layer 67b, or paints mixed with transparent paint.

[0121] The first background forming layer 61A of the background forming layer 61 is formed in white using a paint that has higher saturation and brightness than the edge forming layer 67a and the color forming layer 67b, allowing light from the reel backlight BL to pass through easily, such as a white paint. The first background forming layer 61A is formed around each pattern in the region from the end 61Aa of the first background forming layer 61A in the longitudinal direction Y (the other end of the transparent part 63 (the edge on the Y2 direction side)) to the other end T1b of the reel tape T1 (the edge on the Y2 direction side), overlapping with the edge forming layer of each pattern, but not overlapping with the color forming layer and the light-transmitting layer, in other words, it is formed over almost the entire surface excluding the transparent part 63 and each pattern.

[0122] Furthermore, the second background forming layer 61B of the background forming layer 61 is formed as a so-called backing layer (backing portion) printed on the opposite side of the first background forming layer 61A from the substrate 60, and is formed in white using the same paint as the first background forming layer 61A. The second background forming layer 61B is formed around the translucent portion of each design in the region from the end 61Ba of the second background forming layer 61B in the longitudinal direction Y (the other end of the transparent portion 63 (the edge on the Y2 direction side) and the same position as the end 61Aa of the first background forming layer 61A) to the other end T1b of the reel tape T1 (the edge on the Y2 direction side), overlapping with the edge forming layer 67a and the color forming layer 67b of each design, but not overlapping with the translucent forming layer 67c, in other words, it is formed over almost the entire surface excluding the translucent portion. In this way, because the second background forming layer 61B is backed on the back of the first background forming layer 61A, even if air bubbles are formed when the first background forming layer 61A is screen printed and these bubbles collapse, creating pinholes or other gaps, the second background forming layer 61B will seal them, preventing light from the reel backlight BL from leaking out. Furthermore, because the first background forming layer 61A is formed to overlap with the edge forming layer 67a of each design, and the second background forming layer 61B is formed to overlap with the edge forming layer 67a and the color forming layer 67b, the edges of the first background forming layer 61A are formed on top of the edge forming layer 67a of each design, but the second background forming layer 61B covers these edges, which reduces the unevenness on the back surface compared to when the printing areas of the first background forming layer 61A and the second background forming layer 61B are reversed.

[0123] The diffusion layer 64 is what is known as a "shrink" layer, and in this embodiment, for example, it is formed to cover the area where the pattern forming layer 67 is formed in pattern P1 (pattern "red 7") and pattern P2 (pattern "blue 7") from the back side, that is, it extends to the area outside the edges of each pattern. The diffusion layer 64 is formed by, for example, applying a thick layer of UV-curable transparent paint and curing and shrinking the paint by irradiating it with UV light, thereby creating fine irregularities on the back side. As a result, when light from the reel backlight BL passes through the area where the diffusion layer 64 is formed, it is possible to refract and reflect the light irregularly and diffuse it, diffusing the light from the LED 315 (see Figure 7) that shines through the translucent and colored parts of the pattern, and suppressing the occurrence of so-called point lights where the light from the highly directional LED 315 remains focused, which would look bad.

[0124] In this embodiment, the diffusion layer 64 is described as being formed to cover the entire pattern from the back, extending beyond the edges of each pattern. However, the invention is not limited to this configuration. As long as the diffusion layer is arranged to at least cover the light-transmitting portion of each pattern, the light transmitted through the light-transmitting portion can be diffused, preventing the light from the LED 315 of the reel backlight BL from becoming a point of light.

[0125] Next, the color scheme of each part of the colored portion P4b of the cherry pattern P4, and the trapping treatment of the glossy portion will be explained using Figures 11 and 12. Figure 11 is a diagram illustrating the colors of each part of the cherry pattern according to this embodiment, and Figure 12 is a diagram showing a cross-section of the reel tape, where (a) is a cross-sectional view taken along the BB arrow in Figure 11, and (b) is a cross-sectional view taken along the CC arrow in Figure 11.

[0126] As shown in Figure 11, in the cherry pattern P4, multiple colored areas P4b are formed within the black border P4a: the branch area CHeda, which represents the branch; the leaf area CHha, which represents the leaf; and the three fruit areas CHmi, which represent the three fruits, each in red. The border P4a forms the outer edges of these branch area CHeda, leaf area CHha, and fruit area CHmi, and also demarcates them. In addition, the leaf area CHha has a leaf vein area CHhamya, which represents the leaf veins, and the fruit area CHmi has a shadow area CHkage, which represents the shadow, in reddish-black. Furthermore, the branch area CHeda has a glossy area CHteka1, the leaf area CHha has a glossy area CHteka2, and each of the two fruit areas CHmi has a glossy area CHteka3A and a glossy area CHteka3B.

[0127] In the above-mentioned branch portion CHeda, a layer of pink paint (a type of red area) is printed on the substrate 60 as a color-forming layer 67b so that the area excluding the glossy area CHteka1 is visible as brown. Subsequently, a layer of yellow paint (yellow area) is printed on the back side of the pink paint, and furthermore, in the area of ​​the glossy area CHteka1, a layer of white paint (white area), which is formed together with the background area H, is printed so as to be layered after the yellow paint layer. In other words, the glossy area CHteka1 is formed adjacent to the branch portion CHeda, exposing the white paint layer so that it is visible as white. When printing the CHeda branch in this way, the pink paint layer and the yellow paint layer are printed separately. However, since thousands to tens of thousands of units are printed depending on the number of units shipped, there is a risk of errors in the position of these prints. For example, if the pink paint seeps into the interior of the glossy CHteka1, it not only impairs the design but also risks being mistaken for a different design from the correctly printed cherry pattern.

[0128] Therefore, in this embodiment, a yellow layer is printed in a region of edge Fuch1 corresponding to the outer edge of the glossy part CHteka1, such that at least a portion of the yellow paint layer, which is lighter in color, has higher brightness, and is closer to white than pink, is set as the area to be printed with the yellow layer (yellow region). In other words, the trapping process is set so that the area of ​​the yellow layer is larger than the area to be printed with the pink layer by the amount corresponding to the area of ​​edge Fuch1. In other words, the yellow region is formed so as to be sandwiched between the white region, which will be white in the glossy part CHteka1, and the brown region, which will be brown in the branch part CHeda. As a result, yellow, which is less conspicuous than pink, can be made to leach into the glossy part CHteka1, and even if the printing of the pink paint layer and the yellow paint layer is misaligned, it is possible to prevent pink from leach into the glossy part CHteka1, thereby preventing or reducing poor identification or misrecognition of the design.

[0129] Similarly, in the leaf portion CHha, as shown in Figure 12(a), a layer of light blue paint (blue portion) 67bC is printed on the substrate 60 as a color-forming layer 67b, so that the area excluding the glossy portion CHteka2 (green area) is visible as green. Then, a layer of yellow paint (yellow portion) 67bY is printed on the back side of the blue portion. Furthermore, in the glossy portion CHteka2 area, a layer of white paint (white portion) 61, which is formed together with the background portion H, is printed after the layer of yellow paint. In other words, the glossy portion CHteka2 is formed adjacent to the leaf portion CHha, exposing the layer of white paint so that it is visible as white. In this embodiment, the area for printing the yellow paint layer (yellow part) 67bY is set such that at least a portion of the yellow paint layer 67bY, which is lighter in color, has higher brightness, and is closer to white than light blue, extends into the area of ​​edge Fuch2 corresponding to the outer edge of the glossy part CHteka2. In other words, the trapping process is set so that the area of ​​the yellow paint layer 67bY is larger than the area for printing the light blue paint layer 67bC by the amount corresponding to the area of ​​edge Fuch2. In other words, the yellow area is formed so as to be sandwiched between the white area, which will be white in the glossy part CHteka2, and the green area, which will be green in the leaf part CHha. This makes it possible to extend yellow, which is less conspicuous than light blue, into the glossy part CHteka2, and even if the printing of the light blue paint layer and the yellow paint layer is misaligned, it is possible to prevent light blue from extending into the glossy part CHteka2, thereby preventing or reducing poor identification or misrecognition of the design.

[0130] As shown in Figure 12(a), the width d of edge Fuch2, i.e., the width d of the yellow region, which is set so that the yellow paint layer 67bY extends beyond the light blue paint layer 67bC, is set to, for example, 1 mm in this embodiment. This width d of edge Fuch2 is set to be narrower than the narrowest width (for example, 2 mm) of the edge P4a (see Figure 11) to make it inconspicuous.

[0131] Furthermore, similarly, the actual CHmi is formed such that the areas excluding the glossy areas CHteka3A and CHteka3B are visible as red, and the shadowed areas CHkage (black-red areas) are visible as black-red. As shown in Figure 12(b), a layer of black paint (black area) 67bK is printed on the substrate 60 as a color-forming layer 67b, with a dot pattern where 30% is unprinted and 70% is printed. Then, a layer of red paint (red area) 67bM is printed on the back side. In addition, in the areas of the glossy areas CHteka3A and CHteka3B, a layer of white paint (white area) 61, which is formed together with the background area H, is printed after the layer of red paint 67bM. In other words, the glossy areas CHteka3A and CHteka3B are formed adjacent to the shadowed areas CHkage, exposing the white paint layer so that they are visible as white. In this embodiment, the red paint layer 67bM is printed in an area (red area) such that at least a portion of the red paint layer 67bM, which is lighter in color, has higher brightness, and is closer to white than black, extends into the area of ​​edge Fuch3A and edge Fuch3B corresponding to the outer edges of the glossy area CHteka3A and glossy area CHteka3B. In other words, the trapping process is set so that the area of ​​the red paint layer is larger than the area of ​​the black (70%) paint layer by an amount corresponding to the area of ​​edge Fuch3A and edge Fuch3B. In other words, the red area is formed so as to be sandwiched between the white area, which is white in the glossy area CHteka3A, and the blackish-red area, which is blackish-red in the shadowed area CHkage. This actual CHmi is originally formed of red, but it is possible to prevent black (70%) from encroaching onto the glossy CHteka3A, especially in areas where the glossy CHteka3A and the shadowed CHkage are in close proximity (the boundary between the glossy CHteka3A and the shadowed CHkage), thereby preventing or reducing poor identification or misidentification of the design.

[0132] As shown in Figure 12(b), the width d of the edge Fuch3A, i.e., the width d of the red area, which is set so that the red paint layer 67bM extends further than the black paint layer 67bK, is also set to, for example, 1 mm in this embodiment. Similarly, the width d of this edge Fuch3A is set to be narrower than the narrowest width (for example, 2 mm) of the edge P4a (see Figure 11) to make it inconspicuous.

[0133] In the case of the cherry symbol P4 described above, the yellow color is set to extend to the glossy area in combinations of yellow and pink (brown), yellow in combinations of yellow and light blue (green), and red in combinations of red and black (black and red). However, this is not the only example. For example, in combinations of yellow (yellow area) and blue (blue area) (visible as green or dark green), the yellow (yellow area) is set to extend to the glossy area in combinations of yellow (yellow area) and red (red area) (visible as orange (orange area)), for example, when used in symbols representing vegetables or fruits, the yellow (yellow area) is set to extend to combinations of yellow (yellow area) and red (red area) (visible as orange (orange area)), for example, when used in replay symbols or plum symbols, the light blue is set to extend to combinations of light blue and dark blue (visible as light blue), for example, when used in such symbols.

[0134] Furthermore, in the cherry pattern P4 described above, the yellow and red areas are formed so that they are sandwiched between the outermost area and the white area, forming the edges of each shiny part. However, depending on the design, the yellow and red areas are not necessarily limited to the edges of the shiny parts. In other words, at least a part of the yellow area may be sandwiched between the green or brown area and the white area, or at least a part of the red area may be sandwiched between the black and red area and the white area, etc.

[0135] Furthermore, it is sufficient that at least a portion of the yellow region is in contact with the green, brown, or orange and white regions. For example, the green, brown, or orange regions may exist only in the vertical or horizontal (some directions) of the yellow region, or the white region may exist only in the vertical or horizontal (some directions) of the yellow region. Similarly, it is sufficient that at least a portion of the red region is in contact with the black-red and white regions. For example, the black-red regions may exist only in the vertical or horizontal (some directions) of the red region, or the white region may exist only in the vertical or horizontal (some directions) of the red region.

[0136] Furthermore, although the glossy areas CHteka1 to CHteka3B described above are printed with white paint as the color forming layer 67b, they may also be printed in white using the first background forming layer 61A or the second background forming layer 61B.

[0137] Next, the positional relationship between the aforementioned glare and the LED 315 of the reel backlight BL will be explained using Figures 7 and 13. Figure 13 is a diagram illustrating the positional relationship between the cherry symbol and the backlight LED when viewed from the perspective of a typical player. Note that the state shown in Figure 13 may be slightly different depending on the player's height (sitting height) and errors in the reel stopping position, but it is an example of a state that can occur with a certain probability. Also, the hyphens "-11" to "-23" in the code of each LED 315 are for distinguishing positions, and if there is no need to distinguish, it is simply referred to as LED 315.

[0138] As shown in Figure 7, the backlight substrate 316 of the reel backlight BL is arranged such that a total of six LEDs 315 are exposed in three columns and two rows from each opening of the reflector RL. For example, when the first reel R1 (and the second reel R2 and third reel R3) is stopped, the six LEDs 315 are arranged to illuminate one pattern on the reel tape T1 (and the reel tapes T2 and T3) with respect to the opening of the reflector RL, with the optical axes of the LEDs 315 as the central axis.

[0139] As shown in Figure 13, when the first reel R1 (reel tape T1) is stopped, six LEDs 315-11, 315-12, 315-13, 315-21, 315-22, and 315-23 may be located on the back of the cherry pattern P4. In this state, LED 315-12 overlaps with a part of the glossy area CHteka2 described above, so the glossy area CHteka2 and the edge Fuch2 are illuminated by light passing through the central axis of LED 315-12. As a result, although yellow paint has seeped into the edge Fuch2 portion of the glossy area CHteka2, it is brightly illuminated by light passing through the central axis of LED 315-12, making the yellow of the edge Fuch2 brighter than the green of the leaf CHha, and its brightness approaches that of the white in the glossy area CHteka2, making it less noticeable. This helps to prevent or reduce poor identification or misidentification of the pattern.

[0140] Furthermore, while the first reel R1 (reel tape T1) is rotating, LEDs 315-11 and 315-21 in the same row as the pattern P4 move relative to pass through the virtual line LED-L1 shown virtually in Figure 13, similarly LEDs 315-12 and 315-22 in the same row move relative to pass through the virtual line LED-L2, and similarly LEDs 315-13 and 315-23 in the same row move relative to pass through the virtual line LED-L3. Of these, virtual line LED-L1 overlaps with the glossy part CHteka3B, and virtual line LED-L2 overlaps with the glossy part CHteka2. In other words, the reflective section CHteka3B is positioned to overlap with LED315-11 and LED315-21 (at least one of the multiple LEDs) in the short direction X (width direction), and the reflective section CHteka2 is positioned to overlap with LED315-12 and LED315-22 (at least one of the multiple LEDs) in the short direction X (width direction). Therefore, when the first reel R1 (reel tape T1) is rotating, the reflective section CHteka3B is illuminated by light passing through the central axis of LED315-11 and LED315-21, and the reflective section CHteka2 is illuminated by light passing through the central axis of LED315-12 and LED315-22.

[0141] Therefore, when the first reel R1 (reel tape T1) is rotating, red paint seeps into the edge Fuch3B portion of the glossy portion CHteka3B in the area close to the shadowed portion CHkage. However, it is brightly illuminated by the light passing through the central axis of LED315-11 and LED315-21, making the red of the edge Fuch3B brighter than the black of the shadowed portion CHkage, and thus its brightness approaches that of the white of the glossy portion CHteka3B, making it less noticeable. Similarly, when the first reel R1 (reel tape T1) is rotating, yellow paint seeps into the edge Fuch2 portion of the glossy portion CHteka2. However, it is brightened by the light of LED315-12 and LED315-22, making the yellow of the edge Fuch brighter than the green of the leaf portion CHha, and thus its brightness approaches that of the white of the glossy portion CHteka2, making it less noticeable.

[0142] In the explanation using Figure 13, the first reel R1 (reel tape T1) was described as being in a rotating state. However, depending on the stopping position of the first reel R1 (reel tape T1) and the player's line of sight, it is possible that, for example, LED 315-11 may overlap with the glossy part CHteka1 or glossy part CHteka3B. Even in such cases, the effect of making the edge Fuch1 or edge Fuch3B less noticeable remains the same.

[0143] 3. Variant The present invention is not limited to the embodiments described above, and various modifications are possible. These modifications are introduced below. The embodiments described above, as well as the various methods described below as modifications, can be appropriately combined and adopted as control methods to realize the present invention.

[0144] In the embodiment described above, the background H is described as having a background color formed by the white paint of the first background forming layer 61A. However, the embodiment is not limited to this, and any background color is acceptable. In particular, a white background color is preferred, and for example, a background color containing a luminous pigment is also acceptable.

[0145] Furthermore, although the above embodiment describes a design in which a white, glossy area is formed, it is not limited to this, and may also be composed of so-called highlight areas that represent the light and dark areas of an object, water droplets, etc. Moreover, the color of such a highlight area is not limited to white, as long as it is a color brighter than the color of the surrounding area.

[0146] Furthermore, although the above embodiment described the edges of each design as being formed with a low-luminosity paint (such as black, dark gray, or dark blue), it is preferable to use paints of the same color family for each design. Note that similar colors include not only the same color but also similar colors, such as magenta for red, cyan for blue, and gray for black. Specifically, similar colors are colors with a small color difference (ΔE*ab), preferably less than 10, and more preferably less than 5.0. ΔE*ab is a value expressed as ΔE*ab = √((ΔL*)² + (Δa*)² + (Δb*)²), and a larger value indicates a greater visual difference in color.

[0147] Furthermore, in the above embodiment, the symbolic design P3 (design "BAR") was described as not having a translucent portion, but the design is not limited to this, and designs P3 (design "BAR"), P4 (design "Cherry"), P6 (design "Bell"), etc., may have translucent portions. In this case, it is preferable that the design with a translucent portion also has a diffusion layer 64.

[0148] Furthermore, in the above embodiment, the color-forming layer 67b was described as being made of various colored paints in a single layer or a mixture of multiple layers to form the colored parts inside the design. However, the embodiment is not limited to this, and variations in shade may be expressed using dots or the like.

[0149] In this embodiment, the first reel R1 is positioned on the far left, the second reel R2 is positioned to the right of the first reel R1, and the third reel R3 is positioned on the far right. However, the configuration is not limited to this, and the order in which the first to third reels are positioned may vary. Furthermore, there may be a fourth reel in addition to the first to third reels, which may be positioned at any location.

[0150] In the above embodiment, the example shown in Figures 6(A) and 6(B) describes a case where the system is controlled to a state where insertion is not permitted from the time the operation on the settlement button B4 is started until a predetermined time (for example, 0.5 seconds) has elapsed after the settlement process is completed. However, it is sufficient to control the system to a state where insertion is not permitted at least from the time the operation on the settlement button B4 is started until the settlement process is completed, and the system may be controlled to a state where insertion is permitted immediately after the settlement process is completed.

[0151] Furthermore, in the above embodiment, while a short press operation is performed on the settlement button B4 as shown in Figure 5(A), the operation of the start lever SL and the operation of the bet button B0 are also disabled in accordance with the behavior of the blocker 355. However, it is not necessary to disable them, and one or both of these operations may be enabled.

[0152] Furthermore, in the above embodiment, the example described was one in which no settlement process is performed when an invalid operation is performed on the settlement button B4. However, it is also possible to perform a settlement process that settles 0 medals. In this case, if a long press operation or a specific long press operation is performed on the settlement button B4 while the settlement operation is invalid, the operation may be determined to be a valid operation for settling medals, and a settlement process that settles 0 medals may be performed.

[0153] Furthermore, in the above embodiment, the example described was that in the allowed-to-insert state, the operation of the bet button B0 is enabled on the condition that medals are stored as credits in the gaming machine. However, in the allowed-to-insert state, the operation of the bet button B0 may be enabled regardless of whether or not medals are stored as credits. In this case, if an operation is performed on the bet button B0 in the allowed-to-insert state when no medals are stored as credits, the operation may be treated as an invalid operation based on the fact that no medals are stored as credits, or it may be treated as a valid operation and a process (medal insertion process and credit deduction process) may be performed to set the 0 medals stored as credits to the insert state.

[0154] Furthermore, in the above embodiment, the case in which the system controls the system to a state where insertion is not permitted when an operation is initiated on the settlement button B4 while the settlement operation is disabled and insertion is permitted was explained as an example. However, even if an operation is initiated on the settlement button B4 while the settlement operation is disabled and insertion is permitted, the system may not control the system to a state where insertion is not permitted (the system may maintain the state where insertion is permitted). In other words, in the settlement operation enabled state (settlement permitted state), the system may control the system to a state where insertion is not permitted (second state) when an operation is initiated on the settlement button B4, and when the settlement of medals is completed, the system may return to the state where insertion is permitted (first state) even if the settlement button B4 is pressed (an operation on the settlement button B4 is being performed). In the settlement operation disabled state (non-settlement permitted state), the system may not control the system to a state where insertion is not permitted even if an operation is initiated on the settlement button B4.

[0155] This configuration also has the same effects as the above embodiment, and even if an operation on the settlement button B4 is initiated when the settlement operation is disabled, the system does not control it to a state where coin insertion is not permitted, thus enabling coin insertion and improving the operability related to coin insertion.

[0156] Furthermore, in the above embodiment, the example shown in Figures 6(A) and 6(B) describes the case where the measured value of the monitoring timer 199 is initialized (reset) to the initial value "0" at the start and end of the settlement process. However, the measured value of the monitoring timer 199 may also be initialized (reset) to the initial value "0" at the timing when the blocker 355 moves from the unauthorized position to the permitted position. In this case, the measured value of the monitoring timer 199 may be initialized to the initial value "0" at either the start or end of the settlement process, or both, or it may not be initialized at all. In this case, a signal notifying that the blocker 355 has moved from the permitted position to the unauthorized position, or a signal notifying that the blocker 355 has moved from the unauthorized position to the permitted position, may be output from the main board 10 to the sub-board 20, and the monitoring timer 199 may be initialized based on this signal.

[0157] Furthermore, in the above embodiment, the settlement process was described using the example of settling medals that are stored as credit and medals that are set to be inserted. However, if medals are both stored as credit and set to be inserted, the settlement process based on a single valid operation of the settlement button B4 may settle only the medals that are set to be inserted, and settle the credit-stored medals only if there are no medals set to be inserted. The invention of the above embodiment can also be applied in this case.

[0158] Furthermore, in the above embodiment, we have explained the case where the operation of the menu button B6 and the directional pad B7 is enabled when not playing, and disabled when playing. However, it is also possible to enable the operation of the menu button B6 and the directional pad B7 even when playing. In this case, it becomes possible to change the volume, brightness, etc., while playing. Also, in this example, simply performing a frequently performed operation such as changing the volume or brightness (operation of the directional pad B7) does not initialize (reset) the measured value of the monitoring timer 199 to the initial value "0". Therefore, it is possible to avoid giving players who want to see the demo screen in the middle of playing unnecessary waiting time, and thus minimize any loss of motivation to play.

[0159] Furthermore, in the above embodiment, the example described was the case where the user transitions from the menu screen 400 to the volume setting screen 410 or the light intensity setting screen 430 when changing the volume or light intensity. However, it is also possible to change the volume or light intensity without going through the menu screen 400. For example, the operation of the menu button B6 and the directional pad B7 may be enabled even during gameplay. If the up button B7A or down button B7B is pressed during gameplay, the volume may be changed and the volume bar image 420 may be displayed to show the current volume. If the left button B7C or right button B7D is pressed during gameplay, the light intensity may be changed and the light intensity bar image 440 may be displayed to show the current light intensity. Similarly, when the up button B7A or down button B7B is pressed during a game animation (game screen) or standby animation (demo screen) while the game is not in progress, the volume may be changed and the current volume may be displayed by showing the volume bar image 420. Similarly, when the left button B7C or right button B7D is pressed during a game animation (game screen) or standby animation (demo screen) while the game is not in progress, the light intensity may be changed and the current light intensity may be displayed by showing the light intensity bar image 440.

[0160] Furthermore, in the above embodiment, we have explained the case where the game transitions to a standby sequence when gameplay does not continue for a predetermined time (for example, 60 seconds) under predetermined conditions. However, the game may also transition to a standby sequence (demo screen) when a valid operation is performed on the settlement button B4, or when the payout process (settlement process) associated with a valid operation on the settlement button B4 is completed.

[0161] Furthermore, in the above embodiment, the example described was that the monitoring timer 199 is always operating while the gaming machine is powered on, but there may be cases where the timing by the monitoring timer 199 is interrupted or stopped. For example, the timing by the monitoring timer 199 may be interrupted when the door sensor 260 detects that the upper front door UD or the lower front door DD has been opened, and the timing by the interrupted monitoring timer 199 may be resumed when the door sensor 260 detects that the open upper front door UD or the lower front door DD has been closed. In other words, the timing by the monitoring timer 199 may be temporarily stopped during a door opening error (error state) associated with the opening of the upper front door UD or the lower front door DD. In this way, it is possible to prevent the standby animation from starting while the upper front door UD or the lower front door DD is open. In this case, if the standby animation is started while the upper front door UD or the lower front door DD is open, different animations will be performed before and after the opening and closing of the upper front door UD or the lower front door DD, which may cause a sense of incongruity. However, according to this modification, it is possible to avoid causing a sense of incongruity by having different animations performed before and after the opening and closing of the upper front door UD or the lower front door DD.

[0162] Alternatively, for example, the monitoring timer 199 may be activated when all processing related to a single game is completed, and stopped when the tokens are set to the inserted state. In this way, the game can transition to a standby sequence when the tokens are not set to the inserted state, and not to a standby sequence when the tokens are set to the inserted state.

[0163] Alternatively, for example, if a valid operation is performed on the menu button B6 while a game animation (game screen) or standby animation (demo screen) is running in order to transition to the menu screen, the measured value of the monitoring timer 199 may be initialized (reset) to its initial value "0" and the timing by the monitoring timer 199 may be temporarily stopped. Then, if a valid operation is performed on the menu button B6 while the menu is displayed in order to return to the game animation, the timing by the initialized (reset) monitoring timer 199 may be restarted.

[0164] Furthermore, in the above embodiment, the example described was that the timing by the monitoring timer 199 is reset each time a signal is input from the main board 10. However, the timing by the monitoring timer 199 may be not reset when the upper front door UD or the lower front door DD is opened or when the open upper front door UD or the lower front door DD is closed.

[0165] Furthermore, in the above embodiment, the example described was that the timing by the monitoring timer 199 is reset only when a valid operation is performed on the performance button B5, and the timing by the monitoring timer 199 is not reset when an invalid operation is performed. However, the timing by the monitoring timer 199 may also be reset when an invalid operation is performed on the performance button B5. In other words, the timing by the monitoring timer 199 may be reset each time a signal is input from the performance button switch 270.

[0166] Furthermore, in the above embodiment, we have described an example in which the timing by the monitoring timer 199 is not reset whether a valid operation is performed on the directional pad B7 or not. However, it is also possible to reset the timing by the monitoring timer 199 only when a valid operation is performed on the directional pad B7, and not reset the timing by the monitoring timer 199 when an invalid operation is performed.

[0167] Furthermore, in the above embodiment, the example described was that when the system transitions to a standby animation, the operation of the animation button B5 is enabled. However, it is not necessary to enable the operation of the animation button B5. The standby animation may be canceled when a signal is received from the animation button switch 270, regardless of whether the operation is enabled or not.

[0168] Furthermore, in the above embodiment, we have described an example where the game resumes after the standby animation ends. However, it is also possible to interrupt the game animation that is currently running when transitioning to the standby animation, and then resume the interrupted game animation when returning from the standby animation to the game animation.

[0169] In the above embodiment, if the monitoring timer 199 measures a predetermined time (for example, 60 seconds) while any reel is rotating, a reel stop warning animation may be executed instead of the standby animation. In this case, along with the execution of the reel stop warning animation, the speaker volume may be controlled to mute or to reduce the speaker volume.

[0170] Furthermore, in the above embodiment, we have described an example in which a performance button B5 is provided and the standby performance can be terminated by operating the performance button B5, but it is not necessary to provide a performance button B5.

[0171] Furthermore, the invention of the above embodiment, including the printing method for the cherry pattern, is not limited to slot machines that use physical tokens (game value) for gameplay, but can also be applied to smart pachislo (also called "sma-slo" or "medalless game machine"), which are game machines that use electronic tokens (game value), which are electronic information, as the game medium instead of physical tokens for gameplay.

[0172] In a smart pachislo machine, the main board 10 is connected to an external unit, a medal dispenser (not shown), in a bidirectional communication manner. Electronic medals, which are electronic information dispensed from the medal dispenser, are stored as credits in the credit storage area of ​​the credit storage means 191. The player bets the stored electronic medals by operating the bet button B0 to play the game, and all medals dispensed according to the game result are stored as credits. For this reason, a smart pachislo machine does not require a medal slot MI, a medal selector 350 (blocker 355, passage detection sensor 356, and insertion detection sensor 357), a hopper unit HP, etc. In addition, a smart pachislo machine is provided with a game medal count display device that can display a 5-digit number and is set to store 16,383 electronic medals as credits, and the number of electronic medals as credits is displayed on the game medal count display device.

[0173] In addition, in smart pachislo machines, when the operation of the settlement button B4 is enabled and the settlement button B4 is operated, the settlement process will return all electronic tokens set to the inserted state back to credits if the replay is not activated.

[0174] Furthermore, in a smart pachislo machine, since there is no blocker 355 and passage detection sensor 356, when insertion is permitted, the operation of the bet button B0 can be enabled, and when insertion is not permitted, the operation of the bet button B0 can be disabled. [Explanation of Symbols]

[0175] BX storage box, UD upper front door, DD lower front door, DW display window, L1 Active line, DS game information display unit, LCD liquid crystal display, AL Frame lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SL Start Lever, B0 Bet Button, B1~B3 Stop Buttons, B4 Payment button, B5 Performance button, B6 Menu button, B7 Directional buttons, B7A Up button, B7B Down button, B7C Left button, B7D Right button, MI medal slot, MO medal dispenser, MP medal tray, 10 main board, 20 sub board, 105 Input receiving means, 110 Random number generation means, 120 Internal lottery means, 130 Reel control means, 140 Prize determination means, 150 Payout control means, 160 Replay processing means, 179 Communication control means, 180 Performance control means, 190M Main Memory, 190S Sub Memory 191 Credit storage means, 192 Bet count storage means, 197 Production data storage means, 199 Monitoring timer, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 Settlement switch, 260 Door sensor, 270 Performance button switch, 280 menu button switch, 290A Up button switch, 290B Down button switch, 290C Left button switch, 290D Right button switch, 310 reel unit, 320 Hopper unit, 325 Payout medal detection switch, 330 Performance display equipment, 340 Sound equipment, 350 Medal Selector, 355 Blocker, 356 Passage detection sensor, 357 Input detection sensor, 400 Menu screen, 410 Volume setting screen, 420 Volume bar image, 430 Light intensity setting screen, 440 Light intensity bar image, 315 Light source (LED), 67a Black part (edge), 67aM Red section (layer of red paint), 67aC Blue section (layer of light blue paint), 67aY Yellow area (yellow paint layer), 61 White area (background forming layer), BL Backlight (Reel Backlight), CHha Green Area (Leaf Area), CHteka2 white area (shiny part), CHteka3A white area (shiny part), CHteka1~CHteka3B Highlight areas (shiny areas), Fuch2 yellow region (edge), Fuch3A red region (edge), P4 Specific design (design), T1~T3 Reel tape

Claims

[Claim 1] A reel having a reel tape on which multiple patterns, including a specific pattern, are arranged, A backlight having a light source that illuminates the reel from the inside, A reception control means that controls a first state in which the acceptance of game value is permitted and a second state in which the acceptance of game value is not permitted, A game value storage means that stores the received game values ​​within a predetermined range, A gaming machine comprising: a settlement means that controls the settlement of game values ​​stored in the game value storage means based on an operation on a predetermined operating means, The aforementioned reel tape is The blue area where blue paint is printed, or the red area where red paint is printed, The yellow area where yellow paint is printed, It has a white area on which white paint is printed, The aforementioned specific design is, A green region in which the blue region and the yellow region overlap, making green visible, or an orange region in which the red region and the yellow region overlap, A yellow region that makes the aforementioned yellow area visible, It has a white region that makes the aforementioned white area visible, The aforementioned yellow region is adjacent to the aforementioned green region or the aforementioned orange region. The aforementioned yellow region is in contact with the aforementioned white region. The yellow region is sandwiched between the green region or the orange region and the white region. The reception control means, In the settlement permission state in which the game value is stored in the game value storage means, when an operation on the operation means is started, the system is controlled to the second state, and when the settlement of the game value is completed, the system is controlled to the first state even if an operation on the operation means is still being performed. A gaming machine that, in a non-settlement permitted state where no game value is stored in the game value storage means, does not control to the second state even if an operation is initiated on the operation means.