Gaming machine
The gaming machine addresses unexpected volume changes during menu screens by implementing controlled volume restoration and prize awards, enhancing player experience and game control through multiple display units and notification states.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2021-08-24
- Publication Date
- 2026-06-08
AI Technical Summary
Existing gaming machines experience unexpected volume changes during menu screen displays, causing player surprise and discomfort.
A gaming machine with multiple variable display units, game control means, derivation operation means, special music output, and notification state control, allowing for controlled volume restoration and prize awards based on specific conditions and procedures.
Enhances player experience by managing volume changes predictably and awarding prizes, reducing surprise and improving game control and notification processes.
Smart Images

Figure 0007871028000001 
Figure 0007871028000002 
Figure 0007871028000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of playing games.
Background Art
[0002] Conventionally, as a gaming machine, there is a slot machine that includes a variable display unit capable of variably displaying a plurality of types of identifiable identification information, and after variably displaying the variable display unit, a display result is derived by stopping the variable display of the variable display unit, and a winning can occur according to the display result. Among such gaming machines, a gaming machine capable of displaying a menu screen by the operation of a player is known (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] According to the gaming machine of Patent Document 1, it is possible to lower the volume when a menu screen is displayed while audio is being output from a speaker. In such a gaming machine, a situation where the player is surprised when the volume lowered at an unintended timing is restored is assumed, and there is room for further improvement.
[0005] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine with improved control for restoring the volume.
Means for Solving the Problems
[0006] including a plurality of variable display units capable of variably displaying a plurality of types of identifiable identification information, A gaming machine that, after displaying a variable display unit in a variable manner, derives a display result by stopping the variable display unit in a variable display unit, and can award prizes according to a display result combination which is a combination of the display results of multiple variable display units, Game control means for controlling the game, A means for controlling the effects, Multiple derivation operation means are operated to derive combinations of display results, A special music output means capable of outputting a special music under specific conditions, A specific screen display means that starts displaying a specific screen when a display operation is performed in the aforementioned specific state, The system includes a specific screen termination means that terminates the display of the specific screen when an termination operation is performed to terminate the specific screen, or when a predetermined time has elapsed since the display of the specific screen started, The aforementioned game control means is A pre-determination means for determining the display result combinations that are allowed to be derived, A derivation control means that performs control to derive a combination of display results according to the determination result of the pre-determination means and the operation of the plurality of derivation operation means, A normal section in which the operating procedures of the plurality of derivation operating means are not notified, and a section control means that controls the section to a favorable section in which the operating procedures of the plurality of derivation operating means are notified, In the aforementioned advantageous period, A notification state control means that controls the operation procedures of the plurality of derivation operation means to a notification state that can be notified, A transmission means for sending commands to the aforementioned performance control means, A game notification means for notifying the aforementioned operating procedure, Includes, The aforementioned performance control means includes a notification performance means for notifying the operation procedure in the notification state, There are two types of games: games in which the aforementioned operating procedure is announced, and games in which the aforementioned operating procedure is not announced. The derivation control means is capable of deriving a combination of award display results that results in awarding a prize that awards a value for gameplay when the determination result of the pre-determination means becomes one of a plurality of specific determination results, and the plurality of derivation operation means are operated in the operation procedure corresponding to the specific determination result. The notification state control means, in the notification state, Ending state in which the advantageous period continues until the limiter condition for the advantageous period is met. It is controllable, The limiter condition for the advantageous period includes, at a minimum, that the number of game value acquired in the advantageous period reaches the upper limit. The aforementioned game control means is It is possible to execute a process to determine whether to grant benefits to players, At the end of the game, It is possible to determine whether the game in question is a notification game or a non-notification game. In the case of the aforementioned notification game, without determining whether the plurality of derivation operation means were operated in the game using the normal procedure or an irregular procedure different from the normal procedure, unfavorable control is not performed. When the game is not a notification game, it is determined whether the multiple derivation operation means were operated using the normal procedure or the irregular procedure in the game, and if they were operated using the normal procedure, the unfavorable control is not executed, and if they were operated using the irregular procedure, the unfavorable control can be executed. As a result of the execution of the disadvantageous control, the reward granting decision process is not executed. Before performing a first determination of whether it is a notified game or a non-notified game, and whether the plurality of derivation operation means were operated using the normal procedure or the irregular procedure, the game control means ending A second determination is made as to whether the state is met, and the above ending When the state is met, the first determination and the benefit granting decision process are not executed. The special music output means is, When the display of the aforementioned specific screen is initiated, the output mode of the special music is changed, When the termination operation is performed and the display of the specific screen ends, the output mode of the special song is changed. When the predetermined time has elapsed and the display of the specific screen ends, the output mode of the special music will not be changed. [Brief explanation of the drawing]
[0007] [Figure 1] This diagram shows a front view of a slot machine and an example of its main internal components. [Figure 2] This is a perspective view showing the internal structure of a slot machine. [Figure 3] This diagram shows the arrangement of symbols on each reel. [Figure 4] This is a diagram for explaining the transition of the game state. [Figure 5] This is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given at the time of winning. [Figure 6] This is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given at the time of winning. [Figure 7] This is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given at the time of winning. [Figure 8] This is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given at the time of winning. [Figure 9] This is a diagram for explaining the combination of winning combinations read out as lottery target combinations for each game state. [Figure 10] This is a diagram showing the lottery target combinations arranged for each flag category. [Figure 11] This is a diagram for explaining the reel control at the time of winning the pushing order combination. [Figure 12] This is a diagram showing the game start command that the main control unit transmits to the sub-control unit when the start switch is operated. [Figure 13] This shows the game end command that the main control unit transmits to the sub-control unit at the time of the third stop. [Figure 14] This is a flowchart showing the control content of the main process performed by the main control unit. [Figure 15] This is a flowchart showing the process in which the main control unit adds the value of the lottery counter. [Figure 16] This is a flowchart showing the process in which the sub-control unit adds the value of the excitement counter and the value of the display counter. <000018> [Figure 17] This is a diagram showing the screen transition of the liquid crystal display in the normal advantageous section. [Figure 18] This is a diagram showing an example of the screen transition of the liquid crystal display after the power is turned on. <000C113>This figure shows an example of the screen transitions of a liquid crystal display after the power is turned on. [Figure 20] This figure shows an example of the screen transitions of an LCD display after a setting change has been made. [Figure 21] This figure shows an example of the screen transitions of a liquid crystal display after the power is turned on. [Figure 22] This is a diagram illustrating the volume settings and menu screen. [Figure 23] This diagram explains the specific sound emitted when the power is turned on. [Figure 24] This diagram explains the specific sounds that are emitted when settings are changed. [Figure 25] This diagram illustrates the door opening sound emitted when the front door is open. [Figure 26] This diagram shows the screen transitions when the front door is opened while the volume setting display is shown. [Figure 27] This figure shows an example where the menu screen display ends based on the first termination condition while a special song is being played. [Figure 28] This figure shows an example where the menu screen display ends based on the second termination condition while a special song is being played. [Figure 29] This figure shows an example of displaying the menu screen in the second state of the advantageous period. [Figure 30] This diagram illustrates the setting value L. [Figure 31] This diagram illustrates the variation in the number of balls dispensed during the period from the start to the end of the AT (Automatic Trigger) when the setting value L is set. [Figure 32] This diagram illustrates the variation in the number of balls dispensed over the entire period when the set value L is configured. [Figure 33] This figure shows an example of a special indication system that suggests that the setting value L is set when the game is not in play mode. [Figure 34] This figure shows slot machine 1 with a normal setting value other than the setting value L in a non-game state. [Figure 35] This diagram illustrates the order in which settings are stored. [Figure 36] This is a diagram to explain the shutter effect. [Figure 37] This diagram shows the percentage of times the shutter effect is executed. [Figure 38] This figure shows an example of special suggestion control using shutter effects. [Figure 39] This diagram illustrates an example of a setting value indication effect. [Figure 40] This diagram shows the execution rate of the result screen for each setting value. [Figure 41] This flowchart shows the control details of the initial setup process performed by the main control unit. [Figure 42] This flowchart shows the control details of the configuration change process performed by the main control unit. [Figure 43] This flowchart shows the control details of the payout process executed by the main control unit during game processing. [Figure 44] This flowchart shows the control details of the payout count reduction process executed by the main control unit. [Figure 45] This flowchart shows the control details of the time counter update process executed by the main control unit. [Figure 46] This flowchart shows the control details of the gaming machine information calculation process executed by the main control unit. [Figure 47] This flowchart shows the control details of the ceiling game counting process executed by the main control unit. [Figure 48] This diagram illustrates how the lighting pattern of the BETLED changes each time the 1BET switch is pressed. [Figure 49] This is a flowchart showing the control details of the betting amount setting process executed by the main control unit. [Figure 50] This diagram illustrates an example of a point map. [Figure 51] This diagram illustrates an example of a point update animation. [Figure 52]This figure shows an example of the point acquisition lottery process. [Figure 53] This diagram shows the table for processing the prize draw. [Figure 54] This figure shows an example where a point update animation is performed based on normal operation. [Figure 55] This figure shows an example where the point update animation is not executed based on irregular operation. [Figure 56] This diagram illustrates an example of a point indication animation that occurs when a strong cherry symbol is won. [Figure 57] This diagram illustrates an example of a point-indicating animation that appears when a watermelon is won. [Figure 58] This diagram shows the table for the life acquisition lottery in the first state of the advantageous section and the special zone. [Figure 59] This diagram shows the tables for the life count lottery, the special zone lottery, and the one-hit victory lottery in the first and second states of the advantageous period. [Figure 60] This figure shows an example of the bonus lottery process during AT (Automatic Transmission). [Figure 61] This diagram illustrates an example of a presentation that suggests life points are granted when a watermelon is won. [Figure 62] This diagram illustrates an example of a life-granting indication animation that occurs when a strong cherry symbol is won. [Figure 63] This diagram shows the process by which the sub-control unit executes navigation effects. [Figure 64] This diagram shows the command transmission process at the start of gameplay in the main control unit. [Figure 65] This diagram shows the processing performed by the sub-control unit 91 when it receives a game start command or a game end command. [Figure 66] This diagram shows a liquid crystal display in a state where error notification control is activated. [Figure 67] This diagram shows the timing for canceling the error notification based on the receipt of the command at the end of the game. [Figure 68] This figure shows an example of how to disable error notification in the next game. [Figure 69]This diagram illustrates the processes that are executed during gameplay. [Figure 70] This diagram illustrates the set value H. [Figure 71] This diagram illustrates the variation in the number of balls dispensed during the period from the start to the end of the AT (Automatic Trigger) when the setting value H is set. [Figure 72] This diagram illustrates the variation in the number of balls dispensed over the entire period when the set value H is set. [Figure 73] This is a diagram illustrating variations of the shutter effect. [Figure 74] This figure shows a modified version of the volume setting display when the front door is open. [Modes for carrying out the invention]
[0008] [Embodiment] As a gaming machine according to this embodiment, a slot machine will be described below based on the following example. The slot machine according to this embodiment will be described with reference to Figures 1 to 74.
[0009] [Slot machine configuration] Figure 1 is a front view of the slot machine 1 according to this embodiment. Figure 2 is a perspective view showing the internal structure of the slot machine. Figure 3 is a diagram showing the arrangement of symbols on each reel. As shown in Figure 1, the slot machine 1 is equipped with a front door 1b that is pivotally supported at the side end of a housing 1a with an open front. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as the left reel, middle reel, and right reel) are arranged horizontally, each containing an equal number of symbols of multiple types that are identifiable from one another in a predetermined order. As shown in Figure 3, three consecutive symbols from these reels 2L, 2C, and 2R are displayed in three rows (upper, middle, and lower) in a transparent window 3 located approximately in the center of the front of the slot machine 1, so that they can be seen by the player.
[0010] In this embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, two reels, or four or more reels may also be used. Furthermore, in this embodiment, the variable display unit is configured to display the pattern shown in the transparent window 3 in a variable manner by rotating the reels 2L, 2C, and 2R, but it is not limited to reels; for example, a configuration in which the pattern can be displayed in a variable manner by moving a belt on which multiple patterns are arranged on the outer surface may also be used.In addition, in this embodiment, the variable display unit is configured using physical reels, but the variable display unit may also be configured using an image display device such as a liquid crystal display.
[0011] As shown in Figure 1, the front of the slot machine 1 is equipped with a coin slot 4 into which coins can be inserted, a coin payout port 9 from which coins are dispensed, a MAXBET switch 6 which is operated to set the maximum bet amount from a predetermined number of bets (3 in this embodiment) determined according to the game state within the range of credits (the number of coins stored as the game value owned by the player), a 1BET switch 65 which is operated to set one coin as the bet amount, a start switch 7 which is operated to start the game, stop switches 8L, 8C, and 8R which are operated to stop the rotation of reels 2L, 2C, and 2R respectively, a performance switch 56 which is operated by the player during performances, and a directional pad 70 which is operated by the player. The directional pad 70 includes a left switch 70L, a right switch 70R, an up switch 70U, and a down switch 70D, and is operated to display the volume setting image, which will be described later, on the liquid crystal display 51, and to select each selection item on the menu screen. The left switch 70L and the right switch 70R are collectively referred to as the left and right keys, and the upper switch 70U and the lower switch 70D are also referred to as the up and down keys.
[0012] In the following, the operation on the start switch 7 (for example, pressing the start switch 7 by hand) will be referred to as the "start operation," the operation on the stop switch to stop the rotation of the first reel (for example, pressing the stop switch by hand) will be referred to as the "first stop operation," the operation on the stop switch to stop the rotation of the second reel (for example, pressing the stop switch by hand) will be referred to as the "second stop operation," and the operation on the stop switch to stop the rotation of the third reel (for example, pressing the stop switch by hand) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, the second stop operation, and the third stop operation will also be collectively referred to as the "stop operation." Furthermore, the release of the first stop switch (first stop operation) (for example, taking your hand off the stop switch) is also called "first stop release," the release of the second stop switch (second stop operation) (i.e., taking your hand off the stop switch) is called "second stop release," and the release of the third stop switch (third stop operation) (i.e., taking your hand off the stop switch) is also called "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also called the "operation procedure."
[0013] On the front of the slot machine 1, side lamps 27, composed of multiple LEDs, are provided next to reels 2L, 2C, and 2R. In addition, reel backlights 28L, 28C, and 28R (hereinafter also simply referred to as "reel backlight 28") are provided near reels 2L, 2C, and 2R, corresponding to each of the reels, and illuminating each reel from the back or side. Furthermore, a speaker 53 that outputs sound is provided above the liquid crystal display 51. Below the stop switches 8L, 8C, and 8R, a lower panel 55 is provided. The lower panel 55 is configured to be lit or flashing. The lower panel 55 is a notification means that uses the largest area among the notification means provided by the slot machine 1 to notify predetermined information. For example, the notification means provided by slot machine 1 include a liquid crystal display 51, a speaker 53, side lamps 27, and a reel backlight 28, but the lower panel 55 can provide notification of predetermined information using a larger area than any of these notification means. The lower panel 55 is configured to emit light throughout the entire area constituting the lower panel 55. The modes of this light emission include flashing and continuous illumination.
[0014] On the front of the slot machine 1, as shown in Figure 1, there is a game display unit 13 which includes a credit display unit 11 that displays the number of medals stored as credits, a game assistance display unit 12 that displays the number of medals dispensed when a win occurs and an error code indicating the details of an error when one occurs, a 1BET LED 14 that lights up to indicate that the number of bets is set to 1, a 2BET LED 15 that lights up to indicate that the number of bets is set to 2, a 3BET LED 16 that lights up to indicate that the number of bets is set to 3, an insertion request LED 17 that lights up to indicate that it is possible to insert medals, a start enabled LED 18 that lights up to indicate that the game start operation by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that it is controlled to a state such as the advantageous section AT described later, and a replay LED 20 that lights up to indicate that it is in the middle of a replay game.In this embodiment of the slot machine 1, if the 1BET switch 65 is pressed when the maximum number of bets (3 medals) is set, the bet of 2 medals is canceled. In other words, one medal is set as the bet amount. This process of canceling two bet amounts will be referred to as the "bet cancellation process" below.
[0015] Figure 2(a) is a perspective view showing the internal structure of a slot machine, and Figure 2(b) is a block diagram of an example of the main internal structure of a slot machine. Inside the front door 1b, as shown in Figure 2(a), there is a reset switch 23 that detects a reset operation to clear the error state and stop state without opening the front door 1b by a predetermined key operation, a setting value indicator 24 that displays the current setting value while the setting value is being changed or checked (described later), a stop switch 36a for selecting whether to enable or disable the stop function that controls the game to a stop state (a state in which the game progress is restricted until a reset operation is performed) at a predetermined trigger, and an automatic settlement process (settlement (return) of medals stored as credits without the player's operation) at a predetermined trigger. The device is equipped with an automatic settlement switch 36b for selecting whether to enable or disable the automatic settlement function that controls the process, a flow path switching solenoid for selectively switching the flow path of medals inserted from the medal insertion section 4 to either the hopper tank 34a side or the medal dispensing outlet 9 side located inside the housing 1a, a medal insertion sensor for detecting medals inserted from the medal insertion section 4 and flowing down to the hopper tank 34a side, a medal selector 29 having an insertion port sensor upstream of the medal insertion sensor for detecting the insertion of foreign objects, and a door open detection switch for detecting the open state of the front door 1b.
[0016] Inside the housing 1a are the aforementioned reels 2L, 2C, and 2R, a reel motor, a reel unit 2 consisting of reel sensors capable of detecting the reel reference position of each reel 2L, 2C, and 2R, an external output board for outputting an external output signal, a hopper tank 34a for storing medals inserted from the medal insertion section 4, a hopper motor for dispensing medals stored in the hopper tank 34a from the medal dispensing port 9, a hopper unit 34 consisting of a dispensing sensor for detecting medals dispensed by the drive of the hopper motor, and a power box 100.
[0017] On the hopper unit 34 side, there is an overflow tank 35 for storing medals that overflow from the hopper tank 34a. Inside the overflow tank 35, there is a full-tank sensor that detects when the stored medals have reached a full capacity.
[0018] On the front of the power box 100, as shown in Figure 2(a), there is a setting key switch 37 for switching between setting change state and setting confirmation state, a reset / setting switch 38 which normally functions as a reset switch to clear error state or stop state, and in the setting change state functions as a setting switch to change the setting value of the medal payout rate (also called the award rate or payout rate), such as the winning probability of the internal lottery, and a power switch 39 which is operated when turning the power ON / OFF. Hereinafter, the act of changing the settings will also be referred to as the setting change process. The setting change process is a process that involves restarting the slot machine 1 by stopping the power supply and then turning the power back on. The slot machine 1 performs an initial setting process after being powered on. The main control unit 41 determines whether the setting key switch is ON or OFF when performing the initial setting process. If the setting key switch is ON, the main control unit 41 performs the setting change process. During the setting change process, the main control unit 41 changes the setting value based on whether the reset / setting switch is operated. Furthermore, during the setting change process, the main control unit 41 terminates the setting change process when the start switch 7 is operated while the setting key switch is in the off position. Note that the setting change process also includes cases where the same setting value as an already set setting value is set (i.e., the setting value is not changed).
[0019] Furthermore, the power supply box 100 is located inside the casing 1a, and the front door 1b can be opened by a predetermined key operation held by an employee. Therefore, the setting key switch 37, reset / setting switch 38, and power switch 39 located on the front of the power supply box 100 can only be operated by an employee holding the key, and cannot be operated by a player. The same applies to the reset switch 23, which is detected by a predetermined key operation. In particular, the setting key switch 37 requires further key operation after the front door 1b has been opened by a key operation, so among the employees of the gaming parlor, only an employee holding the key to operate the setting key switch 37 can operate it.
[0020] As shown in Figure 2(a), a circuit board case 200 housing a game control board is provided on the upper inner surface of the housing 1a. The game control board is equipped with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in Figure 2(b), the main control unit 41 comprises a main CPU 41a that performs various controls related to the progress of the game, and ROM 41b and RAM 41c that store various data related to the progress of the game. The main control unit 41 detects operations on the MAXBET switch 6, start switch 7, and stop switches 8L, 8C, 8R, etc., and the insertion of medals into the medal insertion unit 4, and performs controls related to the progress of the game, such as the rotation / stopping of reels 2L, 2C, 2R and the lighting / exiting of each LED on the game display unit 13, according to the detected operations.
[0021] The main CPU 41a is equipped with multiple registers used for various calculations. These registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), an interrupt register, a refresh register, and a program counter. The main CPU 41a can update the values of predetermined registers and update the values (data) stored in the RAM 41c memory area specified by the values (addresses) of predetermined registers by executing various instructions such as arithmetic instructions and read instructions included in the program.
[0022] Furthermore, the flag register is configured so that its state changes to indicate the result of the operation performed by the instruction executed by the main CPU 41a. By utilizing the change in the state of the flag register, the main CPU 41a can be made to perform processing according to the result of the operation performed by the previous instruction.
[0023] As shown in Figure 2(a), a performance control board 90 is provided above the transparent window 3 in the front door 1b. A performance switch 56 is connected to the performance control board 90, and the detection signal from this performance switch 56 is input to it. Performance devices such as a liquid crystal display 51 and a speaker 53 are also connected, and these performance devices are driven based on the control of a sub-control unit 91 mounted on the performance control board 90. As shown in Figure 2(b), the sub-control unit 91 controls the performance in response to commands from the main control unit 41. The sub-control unit 91 includes a sub-CPU 91a that performs various controls related to the performance, and ROM 91b and RAM 91c that store various data related to the performance. Based on commands from the main control unit 41, the sub-control unit 91 controls the display of images on the liquid crystal display 51, sound output from the speaker 53, and the lighting / exiting of the side lamps 27 and reel backlight 28. The performance data used for displaying images on the liquid crystal display 51, lighting and flashing the lower panel 55, and outputting sound from the speaker 53 is stored in the RAM 91c. Furthermore, the sub-control unit 91 detects operations on the performance switch 56 and controls the display of images on the liquid crystal display 51, lighting and flashing the lower panel 55, and outputting sound from the speaker 53 according to the detected operation.
[0024] When playing a game on slot machine 1, the player sets a predetermined number of bets by inserting tokens into the token slot 4 or by operating the 1BET switch 65 or the MAXBET switch 6. This activates the winning line LN and enables operation of the start switch 7, making the game ready to start. The winning line LN is a line used to determine whether the combination of symbols on reels 2L, 2C, and 2R displayed in the viewing window 3 matches the winning symbol combination. In this embodiment, the winning lines are defined as so-called small mountain lines, such as the lower row of reel 2L, the middle row of reel 2C, and the lower row of reel 2R. However, the winning lines are not limited to small mountain lines; they may also be provided horizontally in the middle row, such as the middle row of reel 2L, the middle row of reel 2C, and the middle row of reel 2R, and there may be more than one winning line. Furthermore, invalid lines may be provided to make it easier to recognize when the combination of symbols constituting a win aligns on the winning line LN.
[0025] When the start switch 7 is operated while the game is ready to begin, reels 2L, 2C, and 2R rotate. At this time, the main control unit 41 performs an internal lottery. The internal lottery is a process that determines the acceptable combinations of symbols (display result combinations).
[0026] Specifically, the main control unit 41 determines in the internal lottery process whether each target role has been won in a predetermined order. For example, in the internal lottery process, the main control unit 41 obtains a random number from an integer within a predetermined range (0 to 65535). Each target role is assigned a predetermined judgment value from an integer within a predetermined range (0 to 65535) according to the game state. The main control unit 41 adds the judgment value of each target role to the obtained random number in a predetermined order, and when the addition result overflows (exceeds 65535), the target role that was being added at that time is determined to be the winning role. When a target role is won through the internal lottery, the derivation of the symbol combination corresponding to that target role is permitted.
[0027] Furthermore, the administrator can change the probability of winning a prize in the internal lottery by changing the settings. Specifically, the payout rate of medals changes by determining the winning probability used in the internal lottery according to the setting value set by the administrator. There are six setting values: 1, 2, 4, 5, 6, and L, with 6 having the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, 1, and L. In other words, when the setting value is set to 6, it is the most advantageous for the player, and the advantage decreases in stages as the value decreases in the order of 5, 4, 3, 2, 1, and L. Setting value L is provided in order to comply with type approval tests, and the details will be explained later. Hereafter, setting value L will be referred to as the "special setting value". In addition, setting values 1, 2, 4, 5, and 6 will be collectively referred to as the "normal setting values".
[0028] When stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. This causes the symbol combination to be displayed in the transparent window 3. If a symbol combination matching the winning combination stops on the winning line LN, a win corresponding to that winning combination occurs.
[0029] The possible winning combinations include special combinations (bonuses), minor combinations, and replay combinations. A special combination (bonus) is a combination that, when won, controls the game state to a bonus state in which the probability of winning a minor combination is higher than in a non-bonus state. Special combinations (bonuses) include first-type special combinations such as RB (Regular Bonus) and BB (Big Bonus), and second-type special combinations such as CB (Challenge Bonus). In this embodiment, BB is provided as a special combination. Minor combinations are combinations that, when won, award medals. A replay combination is a combination that, when won, allows the player to start the next game without consuming any medals they own.
[0030] For each winning combination to occur according to the game state, the player must win the internal lottery and the winning flag for that combination must be set. The internal lottery is a random number-based decision made by the main control unit 41 before the display results for all reels 2L, 2C, and 2R are derived (specifically, when the start switch 7 is detected) to determine whether or not to allow the winning combination to occur.
[0031] Of the winning flags for each role, the winning flags for minor roles and replay roles are valid only in the game in which the flag is set and become invalid in the next game. However, the winning flag for special roles remains valid until the combination of roles permitted by that flag is achieved, and becomes invalid in the game in which the permitted combination of roles is achieved. In other words, once a special role winning flag is triggered, even if the combination of roles permitted by that flag is not achieved, the winning flag is not invalidated and is carried over to the next game.
[0032] Furthermore, in the internal lottery, when a stop operation is performed in a predetermined manner (for example, the order of pressing buttons, the timing of the operation), it is possible to win small wins or re-play wins (hereinafter also referred to as "button-press wins") that are more advantageous than when the stop operation is performed in a different manner. Button-press wins include, for example, wins where the stop operation is more advantageous when performed in a predetermined manner than when the stop operation is performed in a different manner, and wins where the probability of stopping in an advantageous manner is higher when performed in a predetermined manner than when the stop operation is performed in a different manner. In addition, advantageous stop patterns include not only stop patterns that result in the awarding of medals, but also stop patterns that result in a transition to an advantageous game state, and stop patterns that avoid a transition to an unfavorable game state.
[0033] In slot machine 1, the procedure in which stop switch 8L is operated first in a game is called the "normal procedure," and the procedure in which stop switch 8C or stop switch 8R is operated first is called the "irregular procedure." In other words, the "normal procedure" includes the procedure in which stop switches 8L, 8C, and 8R are operated in the order of stop switch 8L, stop switch 8C, and stop switch 8R (left, middle, and right), and the procedure in which stop switches 8L, 8C, and 8R are operated in the order of stop switch 8L, stop switch 8R, and stop switch 8C (left, right, and middle). The "irregular procedure" includes the procedure of operating stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8L, and stop switch 8R (in the order of middle, left, and right); the procedure of operating stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8R, and stop switch 8L (in the order of middle, right, and left); the procedure of operating stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8L, and stop switch 8C (in the order of right, left, and middle); and the procedure of operating stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8C, and stop switch 8L (in the order of right, middle, and left). Furthermore, in the slot machine 1 of this embodiment, operating stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as "normal operation," and operating stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as "irregular operation."
[0034] The main control unit 41 can perform navigation that notifies the player of navigation information corresponding to the operation patterns of stop switches 8L, 8C, and 8R that are advantageous to the player when a button-pressing combination is won by an internal lottery. Specifically, the main control unit 41 can control the assist time (advantageous section), which is a notification period during which navigation notification can be performed, in which the operation patterns of stop switches 8L, 8C, and 8R that are advantageous to the player are indicated by the lighting patterns of the game assistance display unit 12, according to the result of the internal lottery.
[0035] The main control unit 41 conducts a special lottery to determine whether or not to switch to the special section when predetermined lottery conditions are met in the normal section. If it wins the special section transition lottery, it starts control in the special section. Winning the special section transition lottery is also referred to as "winning the special section lottery." In the special section, when the player wins a button press combination, the main control unit 41 performs a navigation notification and uses the game assistance display 12 to notify the player of the operation patterns of the stop switches 8L, 8C, and 8R that are advantageous to the player (for example, operation procedures, operation timing, etc.). It also sends a command (a command called an instruction number, described later) that can identify the operation patterns that are advantageous to the player to the sub-control unit 91, causing it to perform a navigation effect that notifies the player of the operation patterns using the liquid crystal display 51 and speaker 53, etc. On the other hand, games in which the operation patterns are not notified using the liquid crystal display 51 and speaker 53, etc. are referred to below as "games in which the navigation effect is not performed." In other words, games in which navigation animations are not performed are games in which the operation mode is not announced using the LCD display 51 and speaker 53, etc., regardless of whether the advantageous period is normal or in AT state.
[0036] In games where a button-press sequence is won, a prize advantageous to the player (in this embodiment, the Plum prize) is awarded when the player's actions match the actions corresponding to the winning button-press sequence (hereinafter also referred to as the "correct procedure").
[0037] By following the instructions and operating the stop switches 8L, 8C, and 8R in the correct sequence, the player can win the prize that pays out the most medals from among the prizes included in the push-button combination. Alternatively, by following the instructions and operating the stop switches 8L, 8C, and 8R in the correct sequence, the player can win the prize that does not have to be missed from among the prizes included in the push-button combination. Prizes that can be won when the stop switches 8L, 8C, and 8R are operated in the correct sequence are called "main prizes," and prizes that can be won when the stop switches 8L, 8C, and 8R are operated in an incorrect sequence different from the correct sequence are called "secondary prizes."
[0038] By operating the stop switches 8L, 8C, and 8R in the manner indicated by the navigation system's notification and navigation effects, it is possible to reliably win the main prize among the button-press combinations that have been selected in the internal lottery.
[0039] [state transition] Figure 4 is a diagram illustrating the transitions between game states. As shown in Figure 4, the states managed by the main control unit 41 include game states related to the payout rate.
[0040] The game states include non-internal state, internal state, and Big Bonus (BB). The internal state is a state in which the game can proceed and the payout rate of medals based on predetermined design values is guaranteed. In this embodiment of slot machine 1, most games are played by the player in the internal state.
[0041] On the other hand, the non-internal state is a state in which the player does not play, or if they do play, the duration is extremely short. In the non-internal state, if a player wins a Big Bonus (BB) but fails to collect the winnings from that BB, the game state transitions to the internal state from the next game. In other words, the internal state is a state in which the BB win has been carried over.
[0042] In both non-internal and internal modes, there may be games in which a Big Bonus (BB) can be won (hereinafter also referred to as "BB-winning games"). Specifically, in non-internal modes, if the BB symbol combination can be derived in the game in which a BB is won by operating stop switches 8L, 8C, and 8R, a BB will be won. In this case, the game state will be controlled to BB from the next game onward. In other words, in non-internal modes, the game in which a BB is won becomes a BB-winning game.
[0043] Internally, the BB win is carried over. If a BB and a minor win occur simultaneously, the reel control prioritizes deriving the minor win symbol combination. Furthermore, if the minor win is a win that cannot be missed, in a game where a BB and a minor win occur simultaneously, the minor win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Similarly, if a BB and a re-spin win occur simultaneously, the reel control prioritizes deriving the re-spin symbol combination. Generally, re-spin wins are wins that cannot be missed, so in a game where a BB and a re-spin win occur simultaneously, the re-spin win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Therefore, internally, only in games where the internal lottery results in a loss (a game where no win occurs), if the BB symbol combination can be derived in response to the operation of stop switches 8L, 8C, and 8R, the BB will be awarded. In this case, the game state will be controlled to Big Bonus (BB) from the next game onward. In other words, internally, games that resulted in a loss in the internal lottery become games where a BB can be won.
[0044] During a Big Bonus (BB), the BB game continues for a predetermined number of games (for example, 60 games). However, since the payout rate during the BB is approximately 101%, the net increase in tokens is minimal. Therefore, for the player, the BB is simply a state where they play a predetermined number of games (for example, 60 games). Once the BB ends, the game state returns to the non-internal state.
[0045] The internal states include a normal section and an advantageous section. The normal section is a state in which navigation is not performed and navigation information cannot be notified, which is a non-notification state. The advantageous section is a state in which navigation can be performed and navigation information can be notified, which is a notification state. In this embodiment, within the advantageous section, navigation is not performed in the advantageous section normal state, but navigation can be performed in the first state, second state, and ending state. Navigation may also be performed in the advantageous section normal state, but in the first state, second state, and ending state, the probability of navigation being performed to win the main prize when a push-order combination is won is higher than in the advantageous section normal state. Thus, in AT states in the advantageous section such as the first state, second state, and ending state, navigation is performed with a higher probability than in the advantageous section or the advantageous section normal state.
[0046] In the normal section, the state is controlled to the advantageous section when the advantageous section transition lottery is won (advantageous section win). In this embodiment, since winning most of the possible roles during the normal section is a condition for winning the advantageous section, the duration of gameplay in the normal section is approximately 1 game. The condition for winning the advantageous section may also be met when any of the possible roles during the normal section is won.
[0047] In the normal section, since no navigation is performed in games where a button sequence is won, the net increase in tokens that a player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. The net increase in tokens per game is the number of tokens paid out per game minus the number of tokens used to set the bet per game. In this embodiment, the normal payout rate is set to 40%. Thus, in normal circumstances, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0048] The advantageous period includes the normal advantageous period, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state". In the normal advantageous period, since navigation is not performed in games in which a button sequence is won, the net increase in tokens that the player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. In this embodiment, the payout rate in the normal advantageous period is set to 40%. Thus, in the normal advantageous period, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).
[0049] During the normal advantageous period, an AT continuous performance is executed that suggests a transition to the first state. The AT continuous performance is a performance that continues for 3 to 5 games from the start, and in the final game, it is a performance that informs the player whether or not they will transition to the first state.
[0050] In the first state of the advantageous section, the number of games (hereinafter also referred to as the AT game count) is fixed. For example, in this embodiment, the number of AT games in the first state is predetermined to be 30G or 50G. In the first state of the advantageous section, a life-specialized continuous performance is executed, which suggests a transition to the life-specialized zone. The life-specialized continuous performance is a performance that lasts for 3 to 5 games from the start, and in the final game, it is a performance that informs the player whether or not they will transition to the life-specialized zone. The life-specialized zone is a state in which there is a high probability of acquiring life, which will be explained later. The 3 to 5 games of the life-specialized continuous performance in the first state are included in the predetermined number of AT games when transitioning to the first state. That is, the life-specialized continuous performance is executed within the 30 or 50 AT game count. Hereafter, the AT continuous performance and the life-specialized continuous performance may be collectively referred to simply as the "continuous performance".
[0051] In the first state, when all predetermined AT games have been played, the state transitions from the first state to the second state (hereinafter also referred to as the second AT state). In the second state, the number of AT games is undefined. Specifically, in the second state, allied characters battle enemy characters, and if the allied characters win the battle, the state transitions back to the first state. On the other hand, if the allied characters lose the battle, the AT state ends and the state transitions back to a non-AT state.
[0052] In the second state, for an ally character to battle an enemy character, they need life points as the right to do so. In this embodiment, life points can be acquired in the first state, but not in the second state. That is, the player acquires life points while in the first state, and then consumes the life points acquired in the first state in the second state, allowing the ally character to battle an enemy character. In the second state, the player can battle as many times as they possess life points, and even if the ally character is defeated by the enemy character in a battle, if they have life points remaining, they can battle the enemy character again. If the ally character has no life points remaining when they are defeated by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life point acquisition lottery is performed to determine whether or not life points are granted. If life points are granted through the life point acquisition lottery, the AT state is extended.
[0053] If an ally character defeats an enemy character in the second state and the state transitions to the first state, life can be gained again in the first state. Therefore, as long as life remains, it is possible to repeatedly transition between the first and second states, and during this time, when a push-order bell (such as the 213 choice role A described later) is won, a navigation will be provided, and the player can increase the net number of medals by operating the stop switches 8L, 8C, and 8R according to the navigation.
[0054] Furthermore, the first state includes two sections, the first section and the second section, which differ in the net increase in medals. The first section is the first half of the first state, where the number of AT games is fixed (for example, if the first state is 30 games, then sections 1 to 15). In the first section, navigation occurs less frequently than in the second section, and the net increase in medals is lower than in the second section. For example, the net increase per game in the first section is 1 medal.
[0055] On the other hand, the second section is the latter half of the first state, where the number of AT games is fixed (for example, if the first state is 30 games, then section 16 to 30). In the second section, navigation occurs more frequently than in the first section, and the net increase in medals is higher than in the first section. For example, the net increase in medals per game in the second section is 5 medals. Thus, even within the AT state, navigation occurs with a higher probability in the second section than in the first section.
[0056] Thus, the first section in the first state yields a lower net increase in medals than the second section. Therefore, it is more advantageous for the player to stay in the second section, as they can acquire more medals.
[0057] Furthermore, in the second state, similar to the second section, navigation is performed more frequently than in the first section, resulting in a higher net increase in medals. For example, the net increase in medals per game in the second state is 5, the same as in the second section of the first state. Therefore, players can acquire more medals during battles in the second state. Thus, even within the AT state, navigation is performed with a higher probability in the second state than in the first section of the first state.
[0058] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is won. Specifically, in the first section of the first state, if a strong cherry is won, the granting of life is guaranteed, and in the second state, if a strong cherry is won, the player's character is guaranteed to win the battle.
[0059] During the normal advantageous period, processes such as lotteries related to control to the first state are performed. Specifically, during the normal advantageous period, the main control unit 41 performs a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 is equipped with an internal point counter (not shown) for counting points. Furthermore, when the value of the point counter reaches a predetermined value, the main control unit 41 executes an AT lottery, which will be described later.
[0060] In the advantageous section, the ending state is controlled when the total number of medals generated by winning during the advantageous section, which is updated based on the progress of the game, reaches a predetermined number of medals required for the ending transition. The number of medals required for the ending transition is updated during the advantageous section, but not during the normal section or Big Bonus (BB). The ending state is a state in which control to remain in the advantageous section is confirmed to continue until, for example, the total net increase in medals reaches the upper limit (for example, 2400 medals), or until the number of games played during the advantageous section reaches the upper limit (for example, 1500 games). In the ending state, similar to the second state and second section, navigation is performed more frequently than in the first section, and the net increase in medals is higher. Thus, even within the AT state, navigation is performed with a higher probability when in the ending state than when in the first section of the first state. The number of medals required for the ending transition is set when transitioning from the normal section to the advantageous section. The number of medals required for the ending transition may be determined by lottery or predetermined. The number of medals required for the ending transition is managed by the main control unit 41. In other words, the RAM 41c of the main control unit 41 stores the number of ED transitions. The main control unit 41 cumulatively counts the number of ED transitions and terminates the advantageous period according to the counting process.
[0061] When the limiter condition is met during the advantageous period, the game is controlled to return to the normal period. Specifically, when the number of coins in the advantageous period (net increase in coins during the advantageous period) reaches 2400, the advantageous period ends and the game is controlled to return to the normal period. The number of coins in the advantageous period is counted by the advantageous period coin counter stored in RAM41c. In other words, when the number of coins in the advantageous period reaches the upper limit, it is referred to as the "limiter condition" being met. Alternatively, during the advantageous period, when the total number of games played (advantageous period G count), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1500 G), the advantageous period ends and the game is controlled to return to the normal period. The advantageous period G count is counted by the net increase in coins stored in RAM41c.
[0062] When the game switches from the advantageous period to the normal period, the total number of games played and net increase in coins that were counted during the advantageous period, as well as the points that can be earned during gameplay, are reset. The number of games in the advantageous period and the net increase in coins during the advantageous period are updated not only during the advantageous period but also during Big Bonus (BB), but not during the normal period.
[0063] If the settings are changed during the advantageous period, the game is controlled to the normal period. At this time, the total number of games played and net increase in tokens that were counted during the advantageous period, as well as the points that can be earned during gameplay, are reset. In this embodiment, the payout rate of tokens changes according to the setting value. Specifically, the payout rate of tokens changes by differentiating the winning probabilities in predetermined lotteries, such as the point acquisition lottery described later, according to the setting value (for example, 1, 2, 4, 5, 6, L). Employees of the amusement parlor can change this setting value by changing the settings.
[0064] Thus, the conditions for transitioning from the advantageous period to the normal period include limiter conditions and arbitrary termination conditions that are established based on the progress of the game, as well as the condition that a setting change is made.
[0065] Furthermore, in the slot machine 1 of this embodiment, an upper limit on the number of games is set during the normal advantageous period. When the predetermined upper limit on the number of games is reached during the normal advantageous period, the AT right is granted, which forces a transition to the AT state regardless of the points reached. The upper limit on the number of games during the normal advantageous period is, for example, 1280 games. This upper limit on the number of games is referred to as the "ceiling". The main control unit 41 has a lottery counter in the RAM 41c to determine whether or not the ceiling has been reached. That is, the main control unit 41 stores the number of games played during the normal advantageous period in the lottery counter in the RAM 41c. The main control unit 41 increments the value of the lottery counter each time a game is played during the normal advantageous period. For example, if the upper limit on the number of games during the normal advantageous period is set to 700 games, the main control unit 41 grants the AT right when the value of the lottery counter reaches 700. The upper limit on the number of games during the normal advantageous period is not limited to 700 games, but may be, for example, 1280 games.
[0066] [Award winners] Figures 5 to 8 are diagrams illustrating the types of winning combinations, the symbol combinations for those combinations, and the rewards given upon winning. The "Name" column in Figures 5 to 8 shows the name of the winning combination, and the "Symbol Combination" column shows the symbol combinations that result in a win. The "Reward" column shows the value given upon winning (number of medals dispensed, number of replays granted, etc.).
[0067] As shown in Figure 5, the replay bonus includes Replay 1 to Replay 6. As shown in Figure 6, the special bonus is Big Bonus (BB). As shown in Figures 6 to 8, the minor bonuses include Plum 1 to 6, Watermelon, and Single Coin Bonuses 1 to 33. Plum 1 to 6 are the main bonuses that can be won when a button-pressing bonus is achieved, and when won, 9 medals are paid out, which is more than the number of medals used in the bet (3 medals). Plum 1 to 6 are collectively called the "Plum Bonus". Single Coin Bonuses 1 to 33 are secondary bonuses that can be won when a button-pressing bonus is achieved, and when won, 1 medal is paid out, which is less than the number of medals used in the bet (3 medals). Single Coin Bonuses 1 to 33 are collectively called the "Single Coin Bonus".
[0068] As shown in Figure 7, when the "Character-Character-Black 7" combination, which results in a 22-coin payout, is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when a character symbol is derived on the lower row of the left reel 2L, the middle row of the middle reel 2C, and the upper row of the right reel 2R, the character symbols are arranged in an upward sloping pattern. This arrangement of character symbols is also called a "character match."
[0069] As shown in Figure 8, when the combination of symbols that results in a 23-coin payout, "Character-Character-Plum" or "Character-Plum-Plum," is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when a 7 is derived on the upper row of the left reel 2L, the upper row of the middle reel 2C, and the upper row of the right reel 2R, three 7 symbols are arranged in a row on the upper row. This arrangement of three 7s is also called a "7-of-a-kind."
[0070] [Role to be drawn] Figure 9 is a diagram illustrating the combinations of winning combinations that are read out as eligible combinations for each game state. Figure 10 is a diagram showing the eligible combinations for each flag category. In Figures 9 and 10, the combination number column shows the combination number assigned to each eligible combination, the flag category column shows the flag category assigned to each type of eligible combination, the eligible combination column shows its name, the game state column indicates with a circle that the eligible combination is eligible for the draw for each game state, and the advantageous section win column indicates whether or not an advantageous section has been won. In addition, the winning combination combination column in Figure 9 shows the combinations of winning combinations included in each eligible combination for the draw.
[0071] As shown in Figure 9, the Big Bonus (BB) is included as a target for the special bonus draw. The target for the re-spin bonus draw are the regular replay, the 7-aligned replay, the 7-misaligned replay, the character-aligned replay, and the character-misaligned replay. The target for the minor bonus draw are the common plum, 213 choice roles A-D, 231 choice roles A-D, 312 choice roles A-D, 321 choice roles A-D, watermelon, 7-aligned 1-coin 1, 2, character-aligned 1-coin, weak cherry, strong cherry, and chance eyes A, B. The minor bonus during the BB is the BB minor bonus and the BB 1-coin. Note that the 213 choice roles A-D, 231 choice roles A-D, 312 choice roles A-D, and 321 choice roles A-D are a type of push-order role, as navigation may be executed when they are won. The combinations 213-choice A-D, 231-choice A-D, 312-choice A-D, and 321-choice A-D are collectively referred to as "ordered bells." Also, the combinations 1 and 2 of matching sevens are collectively referred to as "matching sevens."
[0072] In non-internal mode, all winning combinations except for minor roles during BB and single-coin roles during BB are possible to win. However, in internal mode, since the BB win has already been carried over, BB, minor roles during BB, and single-coin roles during BB are not possible to win.
[0073] Flag categories are assigned to each role in all three states: non-internal, internal, and BB. While role numbers are determined for each role being drawn, flag categories are assigned to each type of role being drawn. Therefore, the number of flag categories is less than the number of role numbers. Furthermore, point acquisition draws during normal advantageous periods and bonus draws during advantageous periods (hereinafter collectively referred to as "draws related to AT control") are both conducted based on flag categories. This reduces the processing burden compared to conducting these AT state control draws based on role numbers.
[0074] In this embodiment, flag categories are assigned to misses and Big Bonuses (BBs), with BBs being assigned FC1, the same as other symbols such as regular replays. Also, common plums are assigned FC4, the same as watermelons.
[0075] [Reel control for button press sequence] Figure 11 is a diagram illustrating the reel control when a specific combination of buttons is won. As mentioned above, in this embodiment, when a specific combination of buttons is won during the advantageous period, a navigation system is executed and the correct procedure is notified to the player. By following the navigation system and operating the stop switches 8L, 8C, and 8R in the correct procedure, the player can win a prize that is advantageous to them (the main prize).
[0076] For example, as shown in Figure 11, in a game where one of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D is won, the main prize, the plum, is awarded when the stop switches 8L, 8C, and 8R are operated in the correct procedure, while the secondary prize, the single-coin combination, is awarded when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure. Note that if the single-coin combination is missed when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, no award may occur.
[0077] As shown in Figure 11, the "normal procedure" is not set as the "correct procedure," while the "irregular procedure" can be set as the "correct procedure." In other words, in games in which a player wins one of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, or 321-choice roles A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, they will not be able to win the main role, the plum. This may be a factor that encourages players to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but as will be described later, in this embodiment, if the player operates in the irregular procedure in a game in which no navigation is performed, an unfavorable penalty will be imposed on the player. Therefore, in games in which no navigation is performed, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure.
[0078] Figure 12 shows the game start command that the main control unit 41 sends to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and, according to the result of the internal lottery process, sends a group of commands containing predetermined information to the sub-control unit 91. Hereinafter, the group of commands No. 1 to No. 13 shown in Figure 12 will simply be referred to as the "game start command". The main control unit 41 sends each command as a game start command in the order of No. 1 to No. 13. Each command is assigned a serial number, which is the same number as the No., as the "setting serial number". Each command stores various information managed by the main control unit 41.
[0079] For example, command No. 2, "Instruction Number," stores information related to navigation. In other words, command No. 2 stores information that can identify the order in which the buttons should be pressed during a game in which the start switch 7 is operated. Specifically, command "Instruction Number" stores information indicating the order in which to press stop switches 8L, 8C, and 8R. When sub-control unit 91 receives command No. 2, "Instruction Number," it executes a navigation display on the liquid crystal display 51 based on the operation procedure that can be identified from the command "Instruction Number." Furthermore, sub-control unit 91 outputs a sound from speaker 53 to inform the player of the operation procedure that can be identified from command "Instruction Number."
[0080] For example, the command No. 3, "Minor Role Type," stores information that allows the system to identify whether the role won by the internal lottery is a minor role, a re-play role, or a special role. Similarly, the command No. 6, "Section State," stores information that allows the system to identify which of the internal states shown in Figure 4 the game in which the start switch 7 was operated is currently in. Specifically, the command No. 6, "Section State," stores information indicating whether the currently controlled state is a normal section, a favorable section, and further, within the favorable section, whether it is a normal favorable section, the first section of the first state, the second section of the first state, the second state, or the ending state. Based on receiving the command No. 6, "Section State," the sub-control unit 91 can identify which section state the game in which the start switch 7 was operated is in. Additionally, the command No. 4, "Payout State," may also store information that allows the system to identify the game state of the game in which the start switch 7 was operated. Command No. 9, "ART Pre-announcement Game Count," stores the number of games in the AT continuous performance. Command No. 10, "Points," in the commands at the start of the game, stores the number of points earned in the previous game. In addition, command No. 11, "Winning Number," stores information that can identify the role number of the role won through the internal lottery.
[0081] Furthermore, when the main control unit 41 sends a command to start a game, it stores information indicating that a medal has been bet in command No. 12, "Insert Medal". If information indicating that a medal has been bet is stored in command No. 12, "Insert Medal", the sub-control unit 91 can determine that it has received a command to start a game.
[0082] Figure 13 shows the game end command that the main control unit 41 transmits to the sub-control unit 91 when the machine stops for the third time. The main control unit 41 transmits a group of commands from No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13, not only when the start switch is operated, but also when the stop switch stops for the third time. Hereafter, the group of commands from No. 1 to No. 13 shown in Figure 13 will simply be referred to as the "game end command". Note that among the commands transmitted when the machine stops for the third time, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. That is, when the machine stops for the third time, the main control unit 41 transmits information related to winning, not information related to the winning number.
[0083] In the game end command, command No. 10, "Points," stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Also, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in command No. 13, "Stop Reels." If information indicating that the reels have stopped is stored in command No. 13, "Stop Reels," the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on command No. 12, "Insert Coins," and command No. 13, "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send command No. 13, "Stop Reels," and when sending a game end command, it does not need to send command No. 12, "Insert Coins."
[0084] [About the main process] The control details of the main processing performed by the main control unit 41 will be explained based on Figure 14. Figure 14 is a flowchart showing the control details of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of gameplay. One cycle of the main processing corresponds to one unit of gameplay. In this embodiment, the main processing is also referred to as the basic processing.
[0085] As shown in Figure 14, the main control unit 41 first performs a game start waiting process (S1), which involves processing from the end of control of the previous game until the start of the next game. In the game start waiting process, the unit sets the number of bets according to the insertion of tokens, etc., and when the operation of the start switch 7 is detected with a predetermined number of bets set, the unit starts the next game.
[0086] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not to allow a win (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not to allow a win (i.e., whether or not to allow the display result to be derived) based on the settings (1 to 6) set in advance in the slot machine 1 and the random number for internal lottery obtained at the same time as the start of the game by detecting the start switch 7. Then, the winning number (general role) corresponding to the winning role is stored in the winning number setting area of RAM 41c so that the winning result of the internal lottery can be identified. If a special role is won, the winning number (special role) corresponding to the winning special role is stored in the winning number setting area of RAM 41c.
[0087] Next, a process for generating advantageous section transition flags (S3) is performed, which converts the winning numbers (general roles) into advantageous section transition flags, and a process for generating lottery flags (S4) is performed, which converts the winning numbers (general roles) into lottery flags. In the advantageous section transition flag generation process, the value of the advantageous section transition flag corresponding to the winning number (general role) is obtained using the advantageous section transition flag conversion table and stored in a predetermined area of RAM41c. In the lottery flag generation process, the values of lottery flags 1 to 3 corresponding to the winning numbers (general roles) are obtained using the lottery flag conversion table and stored in predetermined areas of RAM41c.
[0088] Next, at the start of gameplay, a payout control process (S5) is performed that handles processes related to the advantageous section, processes related to navigation notification, and processes related to the AT state. In the processes related to the advantageous section, if an advantageous section transition role is won in the normal section, a process is performed to transition to the advantageous section. In the processes related to navigation notification, a process is performed to set the navigation number and processes related to the management of the advantageous section state. In the processes related to the AT state, a process is performed to transition to the AT state in the normal advantageous section according to the winning role. In the process of setting the navigation number, if a role that is subject to navigation notification is won and navigation notification is performed, a navigation number from "1" to "13" is set in the navigation number setting area of RAM41c according to the operation method of notification. If a role that is subject to navigation notification is won but navigation notification is not performed, or if a role that is not subject to navigation notification is won, "0" is set in the navigation number setting area of RAM41c.
[0089] Next, the system is set to disable interrupts (S6), and the operation signal setting process is performed (S7). In the operation signal setting process, processing is performed to send an operation signal to the test device that can identify the recommended stop operation mode.
[0090] Next, after the operation signal setting process, the system is set to enable interrupts (S8), and the game start command transmission process (S9) shown in Figure 12 is performed to determine that a game has started. A group of control status commands, including multiple commands that can identify various control states at the start of a game, is set in the command queue and sequentially transmitted to the sub-control unit 91.
[0091] Next, after the command transmission process at the start of the game, a freeze process (S10) is performed to control a freeze state that delays the progress of the game for a predetermined period of time. In the freeze process, it is determined whether or not it has been decided to control the game to a freeze state when the start switch 7 is operated and the game starts. If it is determined that it has been decided to control the game to a freeze state, the progress of the game is delayed for a predetermined period of time. In addition, if a reel effect that changes the reels is performed in the freeze state, the reels are changed in a manner that corresponds to the type of reel effect.
[0092] Next, after the freeze process is completed, the system is set to disable interrupts (S11), and a game start setting process (S12) is performed to set the predetermined reel rotation start time. In the game start setting process, the reel rotation start process is performed in conjunction with the start of the game, and the reels start rotating toward a constant speed.
[0093] Next, after the game start setting process, the system is set to allow interrupts (S13), and a rotation start external signal processing (S14) is performed, which outputs an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) to external devices such as call lamps, hall computers, and test equipment from a predetermined output port. Hereafter, the external output signal at the start of rotation may be referred to as the "start external signal".
[0094] Next, after processing the external signal at the start of rotation, a reel stop process (S15) is performed to control the stopping of the reels. In the reel stop process, if navigation notification is to be provided, the operation method is notified by displaying the navigation number set in the navigation number setting area on the game assistance display 12. Also, if all reels that are rotating are rotating at a constant speed, the acceptance of stop operations for the rotating reels is enabled and the system waits until the player performs a reel stop operation. Then, when a valid stop operation is detected for a reel for which a stop operation has been enabled, reel stop control is performed to stop the reel for which a valid stop operation has been performed. This reel stop control is repeated for the rotating reels until the rotation of all reels is stopped, and the reel stop process is completed.
[0095] Next, after the reel stop process, the prize search process (S16) is performed. In the prize search process, the winning symbol combinations are searched based on the symbol combinations stopped on reels 2L, 2C, and 2R, and a prize flag indicating whether or not a prize has been won, and the number of medals to be paid out in connection with that prize, are set in a predetermined area of RAM41c.
[0096] Next, the system is set to disable interrupts (S17), and a game machine information calculation process (S18) is performed to calculate the game history used when calculating the game machine information displayed on the game machine information display unit 50.
[0097] Next, after the gaming machine information calculation process, the system is set to allow interrupts (S19), and the special game state termination check process (S20) is performed. In the special game state termination check process, if the system is controlled to a special game state, it is determined whether or not the termination condition has been met. Next, the game state setting process (S21) is performed. In the game state setting process, the game state for the next game is set based on the winning data set by the winning search process and the results of the special game state termination check process.
[0098] Next, at the time the game ends, the system performs processes related to the advantageous period and navigation notification, and then performs a game end payout control process (S22) that performs point acquisition lottery processing, life acquisition lottery processing, and one-shot victory lottery processing based on predetermined conditions. In the processes related to the advantageous period, it is determined whether the conditions for ending the advantageous period have been met, and if the conditions for ending the advantageous period have been met, a process is performed to set an advantageous period end flag. In the processes related to navigation notification, processing is performed related to the management of the advantageous period state. The point acquisition lottery processing, life acquisition lottery processing, and one-shot victory lottery processing will be explained in detail later.
[0099] Next, the game end command transmission process (S23) shown in Figure 12 is performed to set a control state command group, which includes multiple commands that can identify various control states at the end of a game, into a command queue and transmit them sequentially to the sub-control unit 91.
[0100] Next, after the game end command transmission process, a payout process is performed (S24) in which the number of medals corresponding to the wins that occurred as a result of the game is awarded based on the number of medals to be paid out set in a predetermined area of RAM 41c by the win search process (S16). In the payout process, a predetermined number of medals are awarded to the player for each win that occurs, and the number of medals awarded is added to the credit. When the credit reaches the upper limit (50 in this embodiment), the medals that were not added to the credit are paid out from the medal payout port 9.
[0101] Next, after the payout process, a game end external signal processing (S25) is performed, which outputs an external output signal (such as a medal OUT signal indicating the number of medals awarded) from a predetermined output port to external devices such as call lamps, hall computers, and test equipment, indicating the end of the game. Hereinafter, the external output signal at the end of the game may be referred to as the "end external signal".
[0102] Next, the end-of-game setting process is performed (S26). In the end-of-game setting process, it is determined whether the symbol combination for the re-playable role has stopped on reels 2L, 2C, and 2R. If the symbol combination for the re-playable role has stopped, the process is performed to set the number of bets for re-playing in the next game, to set the re-playing flag to a predetermined area in RAM 41c, and to control the replay LED 20 to the ON state (lit state).
[0103] Next, the advantageous period termination process is performed (S27). In the advantageous period termination process, it is determined whether an advantageous period termination flag, which indicates that the advantageous period should be terminated, is set in a predetermined area of RAM 41c. If it is determined that the advantageous period termination flag is set, the advantageous period related area of the RAM 41c, where data related to the control of the advantageous period is stored, is initialized, and an advantageous period data initialization process is performed to terminate the advantageous period. In the advantageous period data initialization process, the advantageous period flag, which indicates that the advantageous period is in progress, and the navigation number set in the navigation number setting area are initialized, and the advantageous period signal buffer, which is used to output to external devices such as test equipment that the advantageous period is in progress, is turned OFF.
[0104] Next, after the end of the advantageous period processing, the advantageous period signal control processing (S28) is performed. In the advantageous period signal control processing, if the advantageous period flag is set in RAM41c, control is performed to turn on the advantageous period signal buffer of RAM41c.
[0105] Next, after the signal control processing during the advantageous period, the advantageous period notification termination processing (S29) is performed. In the advantageous period notification termination processing, it is determined whether the advantageous period signal buffer of RAM41c is OFF or OFF, and if it is determined that the advantageous period signal buffer is OFF, the period indicator LED19 is controlled to turn off.
[0106] Next, after the termination of the advantageous section notification process, the game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of RAM41c to be initialized in the initialization process described later is set for that game. Except at the end of the special game state, the size of the area to be initialized at the end of each game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.
[0107] Next, interrupts are disabled (S31), and initialization processing (S32) is performed. In the initialization processing, an area of the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to RAM41c. This initializes the area that is initialized at the end of each game unless it is the end of a special game state, and initializes the area that is initialized at the end of a special game state if it is the end of a special game state. After the initialization processing, interrupts are enabled (S33), and the process returns to the initialization processing described later.
[0108] Subsequently, processes S1 to S33 are repeated. Once the main process completes one cycle, the control process for one unit of game is finished, and the main process is repeatedly executed for each unit of game.
[0109] [Regarding counters related to the number of games played] The following describes the counters related to the number of games played. The main control unit 41 and the sub-control unit 91 each have counters related to the number of games played. The main control unit 41 has a lottery counter. The lottery counter is implemented using a portion of the RAM 41c. The sub-control unit 91 has a display counter and a teasing counter. The display counter and the teasing counter are implemented using a portion of the RAM 91c. The lottery counter is used to determine whether or not the ceiling has been reached. The display counter is used to display the number of games played on the liquid crystal display 51. The teasing counter is used to execute a teasing effect that suggests that AT rights will be granted in games played before the ceiling is reached.
[0110] The lottery counter in the main control unit 41 will now be described. In the slot machine 1 of this embodiment, there is an upper limit on the number of games played during the normal advantageous period. This upper limit on the number of games is called the "ceiling". In order to determine whether or not the ceiling has been reached, the main control unit 41 counts the value of the lottery counter each time a game is played during the normal advantageous period.
[0111] The main control unit 41 controls the AT state based on the value of the lottery counter reaching a specific value (for example, 700). That is, the main control unit 41 increments the value of the lottery counter as the game is played, and grants AT rights based on the value of the lottery counter reaching a specific value. This allows the player to focus on the number of times the game is played, improving the enjoyment of the game. In other words, the main control unit 41 uses the lottery counter to count the number of games played during the normal advantageous section and determines whether or not the ceiling has been reached. The number of games played during the normal section is not counted by the lottery counter. Also, the value of the lottery counter is reset to its initial value (0) when the game state transitions to the normal section.
[0112] Next, we will explain the display counter and the hype counter located in the sub-control unit 91. First, we will explain the hype counter associated with the lottery counter in the main control unit 41. The hype counter is used to execute a hype sequence that suggests that AT rights will be granted in the game before reaching the ceiling.
[0113] When the ceiling is reached, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes a series of exciting sequences in the game before the AT right is granted. In order to execute the exciting sequences at the appropriate time, the sub-control unit 91 needs to know when the ceiling is reached. The sub-control unit 91 obtains the timing of reaching the ceiling by synchronizing the excitement counter with the lottery counter of the main control unit 41.
[0114] Specifically, the main control unit 41 sends the start command, as explained in Figure 12, including the value of the lottery counter, to the sub-control unit 91. Based on the received start command, the sub-control unit 91 synchronizes the value of the hype counter with the value of the lottery counter. This allows the sub-control unit 91 to obtain the timing of reaching the ceiling game count, i.e., the timing of granting AT rights, based on the value of the hype counter, and execute the hype animation at the appropriate timing. In other words, since the hype counter is synchronized with the lottery counter, the hype counter counts the number of games played during the normal advantageous section, but does not count the number of games played during the normal section. Furthermore, the value of the hype counter is reset to its initial value (0) when the game state transitions to the normal section.
[0115] Next, the display counter of the sub-control unit 91 will be described. The display counter is a counter for displaying the number of games played on the liquid crystal display 51. In the slot machine 1 of this embodiment, the sub-control unit 91 counts the value of the display counter except for a predetermined period. The predetermined period is a period for the staff of the amusement parlor to perform operational checks, and will be explained in detail later. The value of the display counter is reset to its initial value (0) after the power supply to the slot machine 1 has been stopped and then restored. The value of the display counter is also reset to its initial value (0) when the game state transitions to the normal section.
[0116] [Incrementing process flow for the lottery counter in the main control unit] Figure 15 is a flowchart showing the process by which the main control unit 41 adds the value of the lottery counter. Based on the operation of the start switch 7, the main control unit 41 executes the flowchart shown in Figure 15. The main control unit 41 determines whether or not the advantageous section is normal (step SM1). If it is not the advantageous section (NO in step SM1), the main control unit 41 terminates the process without adding the value of the lottery counter. If it is the advantageous section (YES in step SM1), the main control unit 41 adds the value of the lottery counter (step SM2). After that, the main control unit 41 sends the added value of the lottery counter to the sub-control unit 91 (step SM3). In other words, in order to synchronize the prompting counter and the lottery counter, the main control unit 41 includes the value of the lottery counter in the game start command shown in Figure 12 and sends it to the sub-control unit 91. This allows the main control unit 41 to count the number of games played within the advantageous section and manage the ceiling game count, as well as to synchronize the value of the lottery counter with the prompting counter.
[0117] [Addition processing flow for the sub-control unit's boost counter and display counter] Figure 16 is a flowchart showing the process by which the sub-control unit 91 adds the value of the prompting counter and the value of the display counter. The sub-control unit 91 executes the flowchart in Figure 16 based on the operation of the start switch 7. The sub-control unit 91 determines whether the game state is in the normal advantageous section (step SS1). If the game state is in the normal advantageous section (YES in step SS1), the sub-control unit 91 synchronizes the value of the prompting counter with the value of the lottery counter (step SS2). Next, the sub-control unit 91 determines whether it is within a predetermined period (step SS3). If it is not within a predetermined period (NO in step SS3), the sub-control unit 91 adds the value of the display counter (step SS4) and terminates the process. If it is within a predetermined period (YES in step SS3), the sub-control unit 91 does not add the value of the display counter and terminates the process. The predetermined period will be explained in detail later.
[0118] Thus, the lottery counter, display counter, and hype counter each add values based on the operation of the start switch 7. However, the lottery counter and hype counter are not added unless the advantageous period is normal, and the display counter is not added during a predetermined period. In other words, if the period during which the lottery counter is not counted and the period during which the display counter is not counted are the same, the value of the lottery counter and the value of the display counter will be the same. Figure 17 below shows an example where the value of the display counter and the value of the lottery counter are the same and the game proceeds.
[0119] [Screen transition displaying the number of games played] Figure 17 shows the screen transitions of the liquid crystal display 51 during a normal advantageous period. In Figure 17, the screen transitions of the liquid crystal display 51 during a normal advantageous period are shown along with the player's actions. The screen transitions of the liquid crystal display 51 are controlled by the sub-control unit 91, which controls the effects. Figure 17 shows the progress of the game when it is a normal advantageous period and not a predetermined period. That is, in Figure 17, when the start switch 7 is operated, the values of the lottery counter, display counter, and prompt counter are added.
[0120] Figure 17(a) shows the game count display unit 54, character 57, and background image 58 on the liquid crystal display unit 51. The background image 58 is an image that includes clouds, mountains, and the sun. Character 57 is displayed superimposed on the background image 58. The background image 58 and character 57 are images used for the effects. Hereafter, the background image 58 and character 57 will be collectively referred to as the "effect image". The sub-control unit 91 superimposes the game count display unit 54 onto the effect image and displays it on the liquid crystal display unit 51. The game count display unit 54 is a display that informs the player of the number of games that have been played. The sub-control unit 91 causes the value of the display counter to be displayed on the game count display unit 54.
[0121] Figure 17(a) shows the display screen of the liquid crystal display 51 after 21 games have already been played during the normal advantageous period. Therefore, the game count display unit 54 displays "21G", which means that 21 games have been played. Based on the operation of the start switch 7, the sub-control unit 91 transitions the display screen of the liquid crystal display 51 from Figure 17(a) to Figure 17(b). As shown in Figure 17(b), based on the operation of the start switch 7, the sub-control unit 91 changes the display mode of the character 57 and adds 1 to the game count displayed by the game count display unit 54. That is, the game count displayed by the game count display unit 54 is updated from "21G" to "22G".
[0122] In this way, the sub-control unit 91 counts the number of games displayed on the game count display unit 54 based on the operation of the start switch 7. This allows the slot machine 1 of this embodiment to inform the player of the games played during the normal advantageous period. As explained above, Figure 17 shows an example in which the value of the display counter and the value of the lottery counter are the same. Therefore, when the start switch 7 is operated from the state in Figure 17(a), the values of all counters, including the lottery counter, the display counter, and the prompt counter, are updated from "22 games" to "23 games".
[0123] Furthermore, the main control unit 41 transmits an external start signal based on the operation of the start switch 7. The external start signal is an external output signal (such as a medal IN signal indicating the number of medals used in the game) transmitted from a predetermined output port to external devices such as call lamps, hall computers, and test equipment at the start of rotation. The external start signal corresponds to the signal output in the rotation start external signal processing (S14) in Figure 14.
[0124] Figure 17(c) shows the display screen of the liquid crystal display 51 after the first stop operation is performed from the state shown in Figure 17(b). Figure 17(d) shows the display screen of the liquid crystal display 51 after the second stop operation is performed from the state shown in Figure 17(c). In the example of Figure 17, the sub-control unit 91 does not change the display mode of the performance image even after the first and second stop operations are performed, but the display mode of the performance image may be changed each time a stop operation is performed.
[0125] Figure 17(e) shows the display screen of the liquid crystal display 51 after the third stop operation has been performed. As shown in Figure 17(e), the sub-control unit 91 changes the display mode of the performance image based on the fact that the third stop operation has been performed. The main control unit 41 also transmits an end-of-game external signal based on the fact that the third stop operation has been performed. The end-of-game external signal is an external output signal (such as a medal OUT signal indicating the number of medals awarded) that is output from a predetermined output port to external devices such as call lamps, hall computers, and test equipment after the payout process has been completed. The end-of-game external signal corresponds to the signal output in the end-of-game external signal processing (S25) in Figure 14.
[0126] Thus, in slot machine 1, a game is started when the start switch 7 is operated, and the game ends when the third stop operation is performed. In other words, the duration of one game in slot machine 1 is the period from when the start switch 7 is operated until when the third stop operation is performed. One game is also called a "unit game". The player plays slot machine 1 by repeating unit games. As shown in Figure 17(f), based on the player operating the start switch 7 again, the sub-control unit 91 switches the display screen of the liquid crystal display 51 again. In Figure 17(f), as in Figure 17(b), the sub-control unit 91 changes the display mode of the character 57 and updates the number of games displayed by the game count display unit 54 from "22G" to "23G". Also, based on the operation of the start switch 7, the main control unit 41 transmits an initial external output signal. Additionally, the values of all counters—the lottery counter, the display counter, and the hype counter—will be updated from "23 games" to "24 games."
[0127] [Regarding the specified period] The following describes a predetermined period during which the display counter does not count. This predetermined period is set aside for the staff of the amusement parlor to perform operational checks. The sub-control unit 91 does not count the value of the display counter even if a game is played, from the time the power to the slot machine 1 is turned on until the predetermined period has elapsed.
[0128] In slot machine 1, even if an employee operates the start switch 7 to check its operation after the slot machine 1 is powered on following the opening of the arcade, the number of games played between the time the slot machine 1 is powered on and the predetermined period of time has elapsed will not be counted in the display counter and will not be reflected in the game count display unit 54. If the number of games played by an employee for operation checks after the arcade opens were to be displayed, it would show that games have already been played on slot machine 1, which should not have been played by anyone yet immediately after opening, potentially causing confusion among players. Therefore, by not counting the value of the display counter even if an employee performs an operation check within a predetermined period, it is possible to prevent confusion among players.
[0129] The start and end dates of the predetermined period can be determined by the sub-control unit 91 at various timings. Below, two examples are shown: one in which the end date of the predetermined period is based on the end of the game, and another in which the end date of the predetermined period is based on the completion of preparations for controlling the presentation.
[0130] An example of a predetermined period during which the display counter value is not counted will be explained using Figure 18. Figure 18 shows an example of the screen transition of the liquid crystal display 51 after power is turned on. In the example of Figure 18, the predetermined period is the period from when the power of the slot machine 1 is turned on until one game is executed. That is, the predetermined period ends when the game ends. Note that the predetermined period is not limited to the period from when the power is turned on until one game is executed, but may be, for example, the period until two or three games are executed. This makes it possible to set the period during which the number of game executions is not counted for display purposes to the period from when the power of the slot machine 1 is turned on until a predetermined number of unit games are executed.
[0131] Figure 18 shows an example where the power supply is cut off after the 23rd game has finished, following the first to third stop operations from the state shown in Figure 17(f). Figure 18 also shows an example where no setting change process is performed upon power-on. After the power to slot machine 1 is restored, the store employee plays one game to check its operation.
[0132] In Figure 18(a), the power supply to slot machine 1 is cut off, and no image is displayed on the liquid crystal display 51. Slot machine 1 in the state shown in Figure 18(a) is powered on by a store employee and transitions to the state shown in Figure 18(b). Upon powering on slot machine 1, the sub-control unit 91 prepares to control the effects. Specifically, the sub-control unit 91 reads the display data used for the effects. As shown in Figure 18(b), while reading the display data used for the effects, the sub-control unit 91 displays the words "Preparing for recovery" on the liquid crystal display 51.
[0133] As shown in Figure 17(f), the state before the power supply is cut off is that the game state is in the normal advantageous period. Therefore, in Figure 18, the main control unit 41 also starts the game state from the normal advantageous period. The sub-control unit 91 resets the value of the display counter to its initial value (0) based on the fact that the power has been turned on. This allows the sub-control unit 91 to display the number of games played since the power of the slot machine 1 was turned on. The sub-control unit 91 starts a predetermined period based on the fact that the power has been turned on.
[0134] When the sub-control unit 91 has finished reading the display data and is ready to control the effects, it displays the effects image and the game count display unit 54 on the liquid crystal display unit 51, as shown in Figure 17(c). Since the value of the display counter has been reset to its initial value (0), "0G" is displayed on the game count display unit 54. Also, the value of the lottery counter in the main control unit 41 does not reset to its initial value even when the power is turned on, but retains the value shown in Figure 17(f), so it remains at "23". The value of the hype counter, which is synchronized with the value of the lottery counter, also remains at "23".
[0135] Next, after the presentation image shown in Figure 17(c) is displayed, the store clerk operates the start switch 7 to confirm operation. Based on the fact that the start switch 7 has been operated by the store clerk, the sub-control unit 91 switches the display screen of the liquid crystal display 51 to the screen shown in Figure 18(d). The sub-control unit 91 changes the display mode of the character 57, but because it is within the predetermined period, it does not update the number of games displayed by the game count display unit 54 from "0G" to "1G". That is, the number of games displayed by the game count display unit 54 remains at its initial value of "0G". Meanwhile, the main control unit 41 updates the value of the lottery counter from "23" to "24" based on the fact that the start switch 7 was operated during the normal advantageous period. Based on the fact that the value of the lottery counter has been added, the sub-control unit 91 synchronizes the value of the teasing counter to the value of the lottery counter, which is "24". Therefore, as shown in Figure 18, after the power is turned on and the start switch 7 is operated, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the prompt counter becomes "24G".
[0136] Furthermore, the main control unit 41 also transmits an initial external output signal even if the start switch 7 is operated within a predetermined period. In other words, the main control unit 41 outputs an initial external output signal when a unit game is executed, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. As a result, the main control unit 41 can cause an external device to count the number of unit games executed based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.
[0137] After the start switch 7 is operated by the store clerk, the first to third stop operations are performed as a confirmation of operation, as shown in Figure 18(d). Based on the fact that the third stop operation has been performed, the sub-control unit 91 changes the display mode of the animation image, as shown in Figure 18(e). The main control unit 41 also transmits an end-of-game external signal based on the fact that the third stop operation has been performed within a predetermined period. Based on the fact that the third stop operation has been performed and the game has ended, the sub-control unit 91 ends the predetermined period during which it does not count the value of the display counter.
[0138] As shown in Figure 18, games played by staff for operational checks after power-on are not displayed as play counts by the game count display unit 54. In this way, in the slot machine 1 of this embodiment, even if staff play games for operational checks before the amusement hall opens, the sub-control unit 91 does not display the games played for operational checks on the game count display unit 54, thereby preventing confusion among players.
[0139] Next, Figure 18 shows an example where the game is started by a player rather than a store employee. After the operation check is completed in Figure 18(e), the player operates the start switch 7 on the slot machine 1. At this time, as shown in Figure 18, the predetermined period has ended when the third stop operation is performed in Figure 18(d). Therefore, the sub-control unit 91 updates the value of the display counter from "0" to "1" based on the fact that the start switch 7 has been operated by the player. As a result, as shown in Figure 18(f), the game count display unit 54 displays "1G". In this way, the slot machine 1 displays the number of times the game has been played since it was started by the player on the game count display unit 54, providing a natural display of the game count for the player.
[0140] Furthermore, since the start switch 7 is operated by the player during the normal advantageous period, the main control unit 41 updates the value of the lottery counter from "24" to "25", and the sub-control unit 91 synchronizes the value of the prompting counter with the value of the lottery counter.
[0141] Furthermore, the sub-control unit 91 displays the same presentation style, including the images used for presentation, from the time the slot machine 1 is powered on until a predetermined period has elapsed, and after the predetermined period has elapsed. As a result, even if a player plays within the predetermined period, the presentation style does not change before and after the predetermined period has elapsed, thus preventing the player from feeling any discomfort.
[0142] Next, using Figure 19, we will explain an example based on the fact that the end of a predetermined period is ready for controlling the performance. Figure 19 is a diagram showing an example of the screen transitions of the liquid crystal display 51 after power is turned on. Similar to Figure 18, Figure 19 shows an example where the power is turned off after the 23rd game has been played, following the 1st stop operation to the 3rd stop operation from the state shown in Figure 17(f). In Figure 19 as well, after the power to the slot machine 1 is restored, the store employee plays a game to check its operation.
[0143] In Figure 19(a), the power supply to the slot machine 1 is cut off, and no image is displayed on the liquid crystal display 51. The sub-control unit 91 resets the display counter to its initial value (0) based on the power being turned on. As explained above, when power is turned on to the slot machine 1, the sub-control unit 91 reads display data and other information in order to control the effects. As shown in Figures 19(b) to (d), the sub-control unit 91 displays the words "Preparing for recovery" on the liquid crystal display 51 until it is ready to control the effects.
[0144] In the example shown in Figure 19, the period during which the words "Preparing for recovery" are displayed is the predetermined period. That is, the predetermined period is the time from when the power to the slot machine 1 is turned on until the time required to prepare for controlling the effects has elapsed. More specifically, the predetermined period is the time it takes for the sub-control unit 91 to read the display data, etc. Hereinafter, the time it takes for the sub-control unit 91 to read the display data, etc. will be referred to as the "specific time". The specific time for the sub-control unit 91 to read the display data, etc. may be, for example, 1 to 2 seconds or 10 to 20 seconds.
[0145] As shown in Figure 19, between Figure 19(b) and Figure 19(c), even if the start switch 7 is operated by a store employee, the value of the display counter is not increased and remains at its initial value of "0". On the other hand, since the start switch 7 is operated during the normal advantageous period, the main control unit 41 updates the value of the lottery counter from "23" to "24", and the sub-control unit 91 synchronizes the value of the hype counter. Therefore, as shown in Figure 19, after the start switch 7 is operated after power-on, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the hype counter becomes "24G".
[0146] At this time, the main control unit 41 transmits an external start signal based on the fact that the start switch 7 was operated within a predetermined period. Also, as shown in Figure 19(d), the main control unit 41 transmits an external end signal based on the fact that the third stop operation was performed within a predetermined period. In other words, the main control unit 41 outputs an external end signal when a unit of play ends, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. This allows external devices to collect data related to the game results based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.
[0147] As shown in Figure 19(e), the sub-control unit 91 terminates the display of the text "Preparing for recovery" and ends the predetermined period. As shown in Figure 19(f), after the predetermined period ends, the start switch 7 is operated by the player, and the value of the display counter is updated from "0" to "1". That is, the game count display unit 54 displays "1G". Thus, in the example of Figure 19, the predetermined period is the period from when the power to the slot machine 1 is turned on until a specific time has elapsed for the sub-control unit 91 to read the display data, etc. This makes it possible to set the period during which the number of games played is not counted for display purposes from when the power to the slot machine 1 is turned on until the sub-control unit 91 reads the display data, etc. In the example of Figure 19, unlike the example of Figure 18, the number of games for operation confirmation is not limited to a predetermined number of games (for example, 1 game, as in the example shown in Figure 18). Therefore, if the start switch 7 is operated within the period until the specific time has elapsed, the store clerk can play any number of games for operation confirmation. Thus, in the slot machine 1 of this embodiment, the end of the predetermined period may be based on the end of the game, as shown in Figure 18, or on the completion of preparations for controlling the effects, or both may be adopted, with the earlier of the two being set as the end of the predetermined period.
[0148] [Configuration change process] Figure 20 shows an example of the screen transitions of the liquid crystal display 51 after a setting change has been made. The example shown in Figure 20 describes a case in which a predetermined period begins based on the setting change process being set. In the example shown in Figure 20, the predetermined period is the period from after the setting change has been made until one game is played. In addition, in Figure 20, the predetermined period may be the period from after the setting change until a specific amount of time has elapsed.
[0149] As explained above, when a setting change is made, the main control unit 41 transitions the game state to the normal section. Hereafter, the transition of the game state to the normal section will also be referred to as "initialization of the game state." After at least one game has been played in the normal section, the main control unit 41 transitions the game state from the normal state to the advantageous section normal. As a result, the game state is initialized when a setting value is set, so a state that is advantageous to the player does not continue, and it is possible to prevent the player from becoming excessively advantageous.
[0150] After the setting change is made, the sub-control unit 91 displays the words "Setting Change in Progress" on the liquid crystal display 51, as shown in Figure 20(a). After the setting change process is completed, the sub-control unit 91 starts a predetermined period during which it does not count the value of the display counter. After the setting change is completed, the sub-control unit 91 displays the animation image and the game count display unit 54.
[0151] Because a setting change has been made, the main control unit 41 transitions the game state to the normal section. Based on the transition of the game state to the normal section, the main control unit 41 resets the value of the lottery counter to its initial value (0). As a result, the value of the prompt counter in the sub-control unit 91 is also synchronized to its initial value. As explained above, the setting change process is a process that involves restarting by stopping the power supply and then turning the power back on. Therefore, the sub-control unit 91 resets the value of the display counter to its initial value (0). Consequently, in Figure 20(b), the game count display unit 54 displays "0G". In other words, after being controlled to the advantageous section, the sub-control unit 91 counts the value of the display counter from its initial value. As a result, the slot machine 1 can display the number of times the game count has been executed during the advantageous section on the game count display unit 54.
[0152] After the screen shown in Figure 20(b) is displayed, the store clerk operates the start switch 7 to confirm operation. At this time, the sub-control unit 91 does not add to the value of the display counter because it is within the predetermined period, and keeps it at the initial value of "0". Similarly, in the main control unit 41, since the start switch 7 is operated in a normal section, not a normal advantageous section, the value of the lottery counter is not added, and keeps it at the initial value of "0". The value of the hype counter is also synchronized to the initial value of "0". Therefore, as shown in Figure 20(c), after the setting change process is performed and the start switch 7 is operated, the value of the lottery counter becomes "0G", the value of the display counter becomes "0G", and the value of the hype counter becomes "0G".
[0153] As shown in Figure 20(c), the predetermined period ends when the start switch 7 is operated and the third stop operation is performed. The main control unit 41 sets a flag to transition to the advantageous period from the next game, depending on the winning result. Figure 20 shows an example in which, after the screen shown in Figure 20(c), a winning result that leads to transitioning to the advantageous period is derived in the third stop operation, and the flag to transition to the advantageous period from the next game is set.
[0154] From the screen state shown in Figure 20(d), the player operates the start switch 7. Since the flag for transitioning to the advantageous section is set, when the player operates the start switch 7, the main control unit 41 controls the game state from the normal section to the normal advantageous section. In the screen state shown in Figure 20(d), the predetermined period has already ended, so the sub-control unit 91 updates the value of the display counter from "0" to "1" and displays "1G" on the game count display unit 54. Also, since the game is controlled to the normal advantageous section, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the prompt counter synchronizes with the value of the lottery counter.
[0155] As shown in the example in Figure 20, the sub-control unit 91 does not count the value of the display counter until a predetermined period has elapsed after the setting change process is performed. This prevents confusion among players because it does not count the number of games played by store staff for operational verification even after the setting change process.
[0156] [Power supply interruption during gameplay] Figure 21 shows an example of the screen transitions of the liquid crystal display 51 after power is turned on. Figure 21 shows an example where the power supply is cut off before the 23rd game is completed, after the first and second stop operations have been performed from the state shown in Figure 17(f). Figure 21 differs from Figures 21(a) and 18(a) in that the power supply is cut off before the third stop operation is performed, while in Figure 18 the power supply is cut off after the third stop operation has been performed. In other words, the example in Figure 21 shows the state after the power supply is cut off midway through the 23rd game without completion. In Figure 21 as well, after the power to the slot machine 1 is restored, the store employee plays a game to check its operation.
[0157] Slot machine 1, in the state shown in Figure 21(a), is powered on by a store employee and transitions to the state shown in Figure 21(b). Upon power-on, the reels corresponding to the stop switches that have not yet been stopped begin to rotate. The sub-control unit 91 reads the display data used for the effects and displays the words "Preparing for recovery" on the liquid crystal display 51. As shown in Figure 17(f), the state before the power supply is cut off is the normal advantageous section game state, so in Figure 21, the main control unit 41 also starts the game state from the normal advantageous section.
[0158] Furthermore, if the power supply to the slot machine 1 is interrupted after a unit game has started but before it has finished, the sub-control unit 91 counts the next unit game from the initial value. That is, as shown in Figure 17(b), the sub-control unit 91 resets the value of the display counter to the initial value (0) based on the fact that the power has been turned on. This allows the number of executions counted by the display counter to be reset to the initial value if the power supply to the slot machine 1 is interrupted during a unit game and the unit game is not performed normally.
[0159] When the sub-control unit 91 has finished reading the display data and is ready to control the effects, it displays the words "Resuming Game" as shown in Figures 21(c) and (d). The period during which the words "Resuming Game" are displayed is the time for the main control unit 41 to read the contents of the game that was previously stopped from the backup. Specifically, the main control unit 41 reads the contents of the 23rd game, as shown in Figure 17(f), from the backup.
[0160] In this way, the sub-control unit 91 displays the text "Resuming gameplay" when the power supply to the slot machine 1 is stopped before the unit game ends, and then the power supply to the slot machine 1 is restarted and the unit game resumes. This allows external parties to recognize that the power supply to the game machine has stopped during a unit game and the unit game is not being played normally.
[0161] The store clerk stops the reels, which started rotating as soon as the power was turned on, by performing a third stop operation to check their operation. If the power supply to the slot machine 1 is stopped after the unit game shown in Figure 17(f) has started but before the unit game has finished, the sub-control unit 91 will not count the value of the display counter even if the unit game has finished. In other words, even if the performance image and the game count display unit 54 are displayed after the "Resuming Game" display has finished, the game count display unit 54 will show "1G" as shown in Figure 21(f). In short, the sub-control unit 91 does not update the value of the display counter from the initial value of "0" to "1" because the previous game continued after the power was turned on again. As a result, if the power supply to the slot machine 1 is stopped during a unit game, the sub-control unit 91 can set the display of the game count display unit 54 to "1G" based on the operation of the start switch 7 for the first time after the power is turned on, as shown in Figure 21(f), without including the unit game that was not played properly.
[0162] [Volume settings and menu screen] Figure 22 is a diagram illustrating the volume settings and menu screens. Figure 22(a) shows an example of the display of the setting operation display 330. Figure 22(b) shows an example of the display of the volume setting display 340. Figure 22(c) shows an example of the display of the menu screen 350.
[0163] In the slot machine 1 of this embodiment, the volume of the effects can be set by the player. As shown in Figure 22(a), the sub-control unit 91 notifies the player that it is possible to set the volume by displaying the setting operation display 330 on the liquid crystal display 51. As shown in Figure 22, the upper part of the setting operation display 330 displays the words "To Volume Setting" along with an image of the directional pad 70. The lower part of the setting operation display 330 displays the words "To Menu Screen" along with an image of the effect switch 56. In the slot machine 1, the display of the setting operation display 330 allows the player to know that they can set the volume by operating the directional pad 70, and that they can display the menu screen 350 by operating the effect switch 56.
[0164] The sub-control unit 91 displays the setting operation display 330 based on the fulfillment of specific conditions. These specific conditions may include, for example, a predetermined period of time during which the system does not accept operations from the player. Alternatively, the specific condition may be that the sub-control unit 91 receives a command from the player to display the setting operation display 330. In the example shown in Figure 22, the setting operation display 330 is displayed during the normal advantageous period, but the setting operation display 330 may also be displayed during the AT state.
[0165] When the directional keys 70 are operated, the sub-control unit 91 switches the screen of the liquid crystal display 51 from Figure 22(a) to Figure 22(b). In Figure 22(b), the liquid crystal display 51 displays a volume setting display 340 instead of the setting operation display 330. The volume setting display 340 is an image that includes a volume bar 341. The sub-control unit 91 displays the volume setting display 340 for, for example, 5 seconds. In the example in Figure 22, a volume bar is displayed that allows setting up to 6 levels of volume. The sub-control unit 91 performs performance control at a volume corresponding to the set volume level. Note that the number of volume levels that can be set on the volume bar is not limited to 6.
[0166] The sub-control unit 91 decreases the set volume by one level in response to the operation of the left switch 70L or the down switch 70D of the directional pad. The sub-control unit 91 increases the set volume by one level in response to the operation of the right switch 70R or the up switch 70U of the directional pad. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 can display the volume setting display 340 when the directional pad 70 is operated.
[0167] The sub-control unit 91 switches the screen of the liquid crystal display 51 from Figure 22(a) to Figure 22(c) in response to the operation of the performance switch 56. In Figure 22(c), the liquid crystal display 51 displays the menu screen 350 instead of the setting operation display 330. The menu screen 350 is a screen that includes multiple selection items. In the example in Figure 22, the menu screen 350 includes the payout table 351, game history 352, login 353, and exit 354 as selection items. The player can select any of the selection items by operating the directional keys 70 while the menu screen 350 is displayed.
[0168] When the payout table 351 is selected, the sub-control unit 91 displays a table showing the correspondence between the game results and the allocation of game value. When the game history 352 is selected, the sub-control unit 91 displays the game history, such as the number of times the advantageous state was controlled and the total number of game value allocations. When the login 353 is selected, the sub-control unit 91 displays a screen prompting the player to log in. When the exit 354 is selected, the sub-control unit 91 terminates the display of the menu screen 350. In addition, even when the setting operation display 330 is not displayed, the sub-control unit 91 will display the menu screen 350 when the performance switch 56 is operated.
[0169] In the example shown in Figure 22, the menu screen 350 is displayed when the effect switch 56 is operated and the volume setting display 340 is displayed when the directional keys 70 are operated. However, the volume setting display 340 may be displayed when the effect switch 56 is operated and the menu screen 350 may be displayed when the directional keys 70 are operated, or the volume setting display 340 and the menu screen 350 may be displayed based on other operations.
[0170] [Regarding the power-on sound] Figure 23 is a diagram illustrating the specific sound output when the power is turned on. Figure 23 shows an example of power being turned on from a state where the power supply has been stopped. In Figure 23(a), the power supply to the slot machine 1 has been stopped, and no image is displayed on the liquid crystal display 51. The slot machine 1 in the state shown in Figure 23(a) is powered on by a store employee and transitions to the state shown in Figure 23(b). As shown in Figure 23(b), the main control unit 41, based on the fact that the power has been turned on, causes the speaker 53 to output a power-on sound as a specific sound.
[0171] The specific sound is a sound output when the power is turned on, and includes multiple types of sounds depending on the state of the slot machine 1 at the time of power-on. In the example in Figure 22, the specific sound output is a power-on sound indicating that the power has been turned on. In the slot machine 1, for example, by outputting the power-on sound, the staff of the gaming establishment can be made aware that there is a slot machine that has been powered on, thereby preventing unauthorized power-on. The main control unit 41 outputs the power-on sound for, for example, 10 seconds. The main control unit 41 can proceed with the game while the power-on sound is being output.
[0172] Figure 23(c) shows an example where the sub-control unit 91 has finished reading the display data used for the effects, and the effects image and game count display unit 54 are displayed on the liquid crystal display 51. In Figure 23(c), after the effects image and game count display unit 54 are displayed, the player operates the directional keys 70. As shown in Figure 23(c), the power-on sound is output from the speaker 53 at the time the player operates the directional keys 70. When the sub-control unit 91 receives an operation on the directional keys 70 while the power-on sound is being output, it does not set the volume. That is, the sub-control unit 91 does not display the volume setting display 340. This prevents the volume of the power-on sound from changing due to volume setting being performed while the power-on sound is being output.
[0173] Furthermore, the sub-control unit 91 does not display the setting operation display 330 when the power-on sound is being output. As explained above, the setting operation display 330 is displayed, for example, based on the fact that a predetermined period of time has passed during which the machine does not accept operations from the player. However, even if a predetermined period of time has passed during which the machine does not accept operations from the player, the sub-control unit 91 does not display the setting operation display 330 when the power-on sound is being output. This prevents the player from being misled into believing that it is possible to adjust the volume while the power-on sound is being output in the slot machine 1.
[0174] Furthermore, the main control unit 41 does not change the volume of the power-on sound when outputting it. This allows the main control unit 41 to appropriately notify users of the power-on sound at a constant volume. In other words, by outputting the power-on sound at a constant volume, store employees can be made aware that there are slot machines that have been powered on in the gaming hall, thereby preventing unauthorized power-on.
[0175] After the state shown in Figure 23(c), the power-on sound output stops. Subsequently, the sub-control unit 91 displays the setting operation display 330 as shown in Figure 23(d) based on the fact that a predetermined period of time has passed during which it does not accept operations from the player. The sub-control unit 91 also displays the volume setting display 340 as shown in Figure 23(e) in response to the player operating the directional pad 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Figure 23(f) in response to the player operating the right switch 70R of the directional pad 70. Specifically, the sub-control unit 91 increases the set volume by one level. At this time, the sub-control unit 91 outputs a volume confirmation sound. The volume confirmation sound is an example sound that indicates the volume after the volume setting has been made, such as a beep. In slot machine 1, the output of the volume confirmation sound allows the player to set the desired volume using the volume setting display 340. The sub-control unit 91 does not output a volume confirmation sound during the period when the power-on sound is being output. This prevents the power-on sound from being interrupted by the volume confirmation sound being output while the power-on sound is being played.
[0176] [Regarding the sound for changing settings] Figure 24 is a diagram illustrating the specific sound output when settings are changed. In Figure 24, the setting change sound is displayed along with the screen transition after the setting change process. The main control unit 41 causes the speaker 53 to output the setting change sound as a specific sound during the setting change process and for a specific period after the setting change process is completed.
[0177] The setting change sound is a specific sound that indicates that a setting change is being made. In slot machine 1, the output of the setting change sound allows store staff to be aware that there is a slot machine in the gaming area whose settings have been changed, thereby preventing unauthorized setting changes. The main control unit 41 outputs the setting change sound for, for example, 10 seconds after the setting change is completed.
[0178] As shown in Figure 24(c), the sub-control unit 91, similar to Figure 23(c), does not adjust the volume when the setting change sound, a specific sound, is being output, even if it accepts input from the directional keys 70. Furthermore, the sub-control unit 91 does not display the setting operation indicator 330 when the setting change sound is being output. Additionally, the main control unit 41 does not change the volume of the setting change sound when it is being output.
[0179] After the state shown in Figure 24(c), the output of the setting change sound stops. Subsequently, the sub-control unit 91 displays the setting operation display 330 as shown in Figure 24(d) based on the fact that a predetermined period of time has passed during which it has not accepted any operation from the player. The sub-control unit 91 also displays the volume setting display 340 as shown in Figure 24(e) in response to the player operating the directional pad 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Figure 24(f) in response to the player operating the right switch 70R of the directional pad 70. At this time, the sub-control unit 91 outputs a volume confirmation sound.
[0180] Thus, the main control unit 41 can output a power-on sound and a setting change sound as specific sounds. Furthermore, the main control unit 41 can output a recovery sound as a specific sound when the slot machine 1 is powered on and restored from backup. Also, the main control unit 41 can output an initialization sound as a specific sound when the backup data is initialized when the slot machine 1 is powered on. In other words, the specific sounds include the power-on sound, setting change sound, recovery sound, and initialization sound. The power-on sound, setting change sound, recovery sound, and initialization sound are all different from each other. This allows specific sounds to be output according to the situation, and the situation can be appropriately recognized. That is, in the slot machine 1, the status of the slot machine 1 can be recognized by the staff depending on which specific sound is output.
[0181] [Regarding the sound of opening a door] Figure 25 illustrates the door opening sound output when the front door 1b is open. Figure 25(a) shows the display screen of the liquid crystal display 51 when the game state is in the normal advantageous section. In Figure 25(a), the setting operation display 330 is displayed. From Figure 25(a), the front door 1b of the slot machine 1 is in the open state. The main control unit 41 outputs a door opening sound based on the fact that the front door 1b is open. Furthermore, the main control unit 41 can continue the game even while the door opening sound is being output.
[0182] As shown in Figures 25(b) and (c), the sub-control unit 91 does not adjust the volume when it receives an operation on the directional pad 70 while the door opening sound is being output. This prevents the volume of the door opening sound from changing due to volume adjustments being made while the door opening sound is being output in the slot machine 1. Furthermore, the sub-control unit 91 does not display the setting operation display 330 even if a predetermined period of time has passed during which it does not accept input from the player while the door opening sound is being output. This prevents the player from being misled into believing that it is possible to adjust the volume while the door opening sound is being output in the slot machine 1. In addition, the main control unit 41 does not change the volume of the door opening sound when it is being output. This allows the door opening sound to be appropriately announced at a constant volume.
[0183] Furthermore, when the sub-control unit 91 receives an operation on the directional pad 70 while the door opening sound is being output, it does not output a volume confirmation sound. This prevents the output of the door opening sound from being interrupted by the volume confirmation sound being output when the door opening sound is being output in the slot machine 1.
[0184] Figure 26 shows the screen transitions when the front door 1b is opened while the volume setting display 340 is displayed. In Figure 26(a), the setting operation display 330 is displayed. In Figure 26(b), the volume setting display 340 is displayed based on the operation of the directional keys 70. As explained above, the sub-control unit 91 displays the volume setting display 340 for 5 seconds. Based on the fact that the front door 1b is opened while the volume setting display 340 is displayed, the main control unit 41 causes the speaker 53 to output a door opening sound. As shown in Figure 26(c), the sub-control unit 91 terminates the display of the volume setting display 340 based on the fact that the output of the door opening sound has started while the volume setting display 340 is displayed. As a result, in the slot machine 1, even if the volume setting display 340 is displayed before the output of the door opening sound, the display of the volume setting display 340 is terminated, so that the player is not misled into thinking that it is possible to adjust the volume.
[0185] Furthermore, the sub-control unit 91 displays the text "Door Open" based on the fact that the front door 1b is open. This allows the slot machine 1 to effectively recognize that the door is open. Also, as shown in Figures 26(e) and (f), if the front door 1b is closed after the door opening sound output has started and the display of the volume setting display 340 has finished, the liquid crystal display 51 displays the volume setting display 340 based on the operation of the directional keys 70. This allows the volume setting display 340 to be displayed again by operating the directional keys 70 after the front door 1b has been closed.
[0186] [About the special song] Figure 27 shows an example where the display of the menu screen 350 ends based on the first termination condition while a special song is being output. Figure 27 shows the display screen of the liquid crystal display 51 when the game state is the first state of the advantageous section. In the slot machine 1 of this embodiment, the sub-control unit 91 outputs a special song corresponding to a specific game state from the speaker 53 when the game state is in a particular state. A special song is, for example, an AT song that plays only in the AT state. The sub-control unit 91 outputs, for example, a first special song corresponding to the first state in the advantageous section shown in Figure 27. The sub-control unit 91 outputs the special song in a first output mode when a performance image is displayed. The performance image in the first state is an image that includes a character 57 and a background image 58 that includes planets and stars. The first output mode is a mode in which the song is output at a volume that is louder than the volume of the performance sound that is normally output in the advantageous section.
[0187] As shown in Figure 27(a), the sub-control unit 91 displays the setting operation display 330. As shown in Figure 27(b), the sub-control unit 91 displays the menu screen 350 when the performance switch 56 is operated. Based on the display of the menu screen 350, the sub-control unit 91 changes the output mode of the first special song. Specifically, the sub-control unit 91 changes from the first output mode to the second output mode. The second output mode is an output mode that produces a lower volume than when output in the first output mode. In this way, by outputting at a lower volume when the menu screen 350 is displayed, it does not interfere with the player's operation of the menu screen 350.
[0188] As explained in Figure 22, the sub-control unit 91 terminates the display of the menu screen 350 when "End" 354 is selected from the selection items included in the menu screen 350. Hereafter, the selection of "End" 354 will be referred to as the "termination operation".
[0189] Furthermore, the sub-control unit 91 terminates the display of the menu screen 350 when the start switch 7 is operated while the menu screen 350 is displayed. This allows the slot machine 1 to omit the termination operation and start spinning the reels directly from the state where the menu screen 350 is displayed. Hereinafter, the operation of the start switch 7 will be referred to as a "proceeding operation". The proceeding operation may also include the operation of the stop switches 8L, 8C, and 8R.
[0190] Furthermore, the sub-control unit 91 terminates the display of the menu screen 350 when a predetermined time has elapsed since the menu screen 350 was started to be displayed. This allows the slot machine 1 to return the display screen of the liquid crystal display 51 to a playable screen after a predetermined time has elapsed, for example, if a player leaves their seat while the menu screen 350 is displayed. The predetermined time is, for example, 3 minutes.
[0191] As described above, in the slot machine 1 of this embodiment, the display of the menu screen 350 is terminated based on whether an end operation is performed, an advance operation is performed, or a predetermined time has elapsed. When an end operation or an advance operation is performed, the slot machine 1 has received some kind of operation, so the player is intentionally terminating the display of the menu screen 350. On the other hand, when the display of the menu screen 350 is terminated based on the elapsed time, the display of the menu screen 350 may be terminated against the player's intention.
[0192] In the following, the condition in which the player intentionally performs an operation to end the display of the menu screen 350, either an end operation or an advance operation, will be referred to as the "first termination condition." On the other hand, the condition in which the display of the menu screen 350 ends after a predetermined amount of time has elapsed, regardless of the player's intention, will be referred to as the "second termination condition."
[0193] Figure 27 shows an example where the display of the menu screen 350 ends due to the first termination condition. When the display of the menu screen 350 ends due to the first termination condition, which is the condition that an termination operation or a progress operation is performed, the sub-control unit 91 changes the output mode of the first special song. Specifically, the sub-control unit 91 changes from the second output mode to the first output mode.
[0194] Figure 28 shows an example where the display of the menu screen 350 ends based on the second termination condition while a special song is being played. Unlike the example shown in Figure 27, in the example shown in Figure 28, the display of the menu screen 350 ends because a predetermined time has elapsed. When the display of the menu screen 350 ends based on the second termination condition, which is not related to the player's intentions, the sub-control unit 91 does not change the output mode of the first special song. That is, the sub-control unit 91 maintains the second output mode and outputs the first special song. As a result, even if the display of the menu screen 350 ends unintentionally by the player, the output mode of the special song is not changed, thus preventing the player from being surprised.
[0195] Furthermore, as shown in Figures 27(c) and 28(c), when the sub-control unit 91 terminates the display of the menu screen 350, it displays the animation images shown in Figures 27(a) and 28(a) that were displayed before the menu screen 350 was displayed. This allows the slot machine 1 to effectively recognize that the display of the menu screen 350 has ended.
[0196] Figure 29 shows an example of displaying the menu screen 350 in the second state of the advantageous section. Figure 29 shows the display screen of the liquid crystal display 51 when the game state is the second state of the advantageous section. The sub-control unit 91 outputs the second special song corresponding to the second state of the advantageous section shown in Figure 29(a). That is, the special song includes the first special song and the second special song. When the performance image is displayed, the sub-control unit 91 outputs the second special song in the first output mode. As shown in Figure 29(a), the performance image in the second state is an image of character 57 and character 59 facing each other.
[0197] As shown in Figure 29(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the performance switch 56. Based on the display of the menu screen 350, the sub-control unit 91 changes the output mode of the second special song from the first output mode to the second output mode. As a result, in the slot machine 1, the output mode of the special song can be changed in either the first or second state, as long as the menu screen 350 is displayed.
[0198] Next, in slot machine 1, login 353 is selected from the selection items on the menu screen 350. The sub-control unit 91 outputs a response sound in response to the selection of login 353. That is, when the sub-control unit 91 is displaying the menu screen 350, it outputs a response sound when it receives a specific operation, such as an operation to select login 353 which is different from the termination operation. In this way, slot machine 1 can suitably inform the player that the operation has been successfully received.
[0199] In Figure 29(c), the sub-control unit 91 displays the login screen 355. The login screen 355 prompts the player to enter a login ID. The specific operation may include the operation of entering a login ID. That is, the sub-control unit 91 outputs a response sound each time the player enters a character of the login ID.
[0200] [Regarding the setting value L] Figure 30 is a diagram illustrating the setting value L. As explained above, in the slot machine 1 of this embodiment, it is possible to set six values as setting values: 1, 2, 4, 5, 6, and L. In a typical slot machine, setting values 1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, it is possible to set setting value L instead of setting value 3. The setting value that replaces setting value L is not limited to setting value 3, but can be any of setting values 1, 2, 4, 5, or 6. Figure 30 shows the expected payout over the entire period, the expected payout in the advantageous state, the base, and the AT winning probability for each of the six setting values.
[0201] The expected payout over the entire period refers to the expected number of balls (medals) that will be paid out when a predetermined number of games (for example, 175,000 games) are played, regardless of the period in which the game is played. More specifically, it is the expected number of medals that will be paid out when a predetermined number of games are played in the non-internal, internal, and BB states shown in Figure 4. The expected payout in the advantageous state refers to the expected number of medals that will be paid out when playing slot machine 1 during the period from when the AT state starts until when the AT state ends. Note that the expected payout in the advantageous state may be the expected number of medals that will be paid out not only during the period from when the AT starts until when the AT ends, but also during the BB period, or during the period including both AT and BB. Base refers to the average number of games that can be played when a predetermined number of medals are inserted during the normal advantageous section. AT winning probability is the probability of winning the AT state per game. In the slot machine 1 of this embodiment, a lottery is held to determine whether or not to transition to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by making the probability of being awarded a high number of points different according to the set value.
[0202] As shown in Figure 30, in the slot machine 1 of this embodiment, when setting value 1 is set, the expected payout over the entire period is A1, the expected payout in the advantageous state is B1, the base is C1, and the AT winning probability is D1. When setting value 2 is set, the expected payout over the entire period is A2, the expected payout in the advantageous state is B2, the base is C2, and the AT winning probability is D2. When setting value 4 is set, the expected payout over the entire period is A4, the expected payout in the advantageous state is B4, the base is C4, and the AT winning probability is D4. When setting value 5 is set, the expected payout over the entire period is A5, the expected payout in the advantageous state is B5, the base is C5, and the AT winning probability is D5. When setting value 6 is set, the expected payout over the entire period is A6, the expected payout in the advantageous state is B6, the base is C6, and the AT winning probability is D6. When the setting value L is selected, the expected payout over the entire period is AL, the expected payout in the advantageous state is BL, the base is CL, and the AT winning probability is DL.
[0203] The expected value of the number of balls discharged during the entire period of each setting value is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the setting value L is the setting value with the smallest expected value of the number of balls discharged that can be given in all games including games in the advantageous state among the setting values 1, 2, 4, 5, 6, L. Also, the expected value of the number of balls discharged in the advantageous state of each setting value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the setting value L is the setting value with the smallest expected value of the number of balls discharged that can be given in the advantageous state among the setting values 1, 2, 4, 5, 6, L. Further, in the slot machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes larger. For example, when the period from the start of the AT state to the end of the A state is set to 100 games, if the expected value B1 is 900 medals (net increase of 6 medals) and the expected value B2 is 910 medals (net increase of 6.1 medals), the expected value BL may be 310 medals (net increase of 0.1 medal). That is, while the difference between B1 and B2 is 10 medals, the difference between BL and B1 is 590 medals. Similarly, the difference between BL and B1 is larger than any of the differences between B2 and B4, between B4 and B5, and between B5 and B6. In other words, the setting value L is the setting value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other setting values.
[0204] Furthermore, for the base of each setting value, CL is the smallest, C6 is the largest, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, and L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the winning probability of each setting value in the AT state, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the winning probability in the AT state, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, and L, and it transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.
[0205] Figure 31 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of the AT state when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of the AT state will be explained. In Figure 31, for the case when the setting value 1 and the setting value L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 31 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for the setting value 1 paid out during the period from the start to the end of the AT state is B1, the peak of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for the setting value L paid out during the period from the start to the end of the AT state is BL, the peak of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value BL.
[0206] The width SD1N of the normal distribution for setting value 1 represents the variability (standard deviation) of the number of medals dispensed, and the width SD1L of the normal distribution for setting value L also represents the variability (standard deviation) of the number of medals dispensed. In other words, the wider the widths SD1N and SD1L, the greater the variability in the number of medals dispensed from the start to the end of the AT state for each setting value. As shown in Figure 31, the width SD1L is narrower than the width SD1N.
[0207] In other words, the variation in the number of medals paid out when the setting value L is set during the period from the start to the end of the AT is smaller than the variation in the number of medals paid out when the setting value 1 is set during the period from the start to the end of the AT. To put it another way, the probability that the number of medals paid out from the start to the end of the AT when the setting value L is set will be close to the expected value BL is higher than the probability that the number of medals paid out from the start to the end of the AT when the setting value 1 is set will be close to the expected value B1.
[0208] Figure 32 is a diagram illustrating the variation in the number of balls dispensed over the entire period when a setting value L is set. Figure 32 shows a normal distribution that illustrates the variation in the number of balls (medals) dispensed during a predetermined number of games (for example, 17,500 games) when setting values 1 and L are set. In other words, it shows the probability distribution of the number of medals dispensed during a predetermined number of games when setting values 1 and L are set. Referring to Figure 30, the expected value of balls dispensed during a predetermined number of games for setting value 1 is A1, so the peak of the normal distribution for setting value 1 represents the number of balls dispensed with expected value A1. The width SD2N of the normal distribution for setting value 1 represents the variation (standard deviation) in the number of medals dispensed when setting value 1 is set. The expected value of balls dispensed during a predetermined number of games for setting value L is AL, so the peak of the normal distribution for setting value L represents the number of balls dispensed with expected value AL. The width SD2L of the normal distribution for setting value L represents the variation (standard deviation) in the number of medals dispensed when setting value L is set. The width SD2L is narrower than the width SD2N.
[0209] In other words, referring to Figure 32, the variation in the number of medals paid out when the setting value L is set is smaller than the variation in the number of medals paid out when the setting value 1 is set. To put it another way, the probability that the number of medals paid out during a predetermined number of games when the setting value L is set will be close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games when the setting value 1 is set will be close to the expected value A1. In short, with setting value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by the design of the expected payout value in the advantageous state and the AT winning probability, as explained in Figure 30. In other words, BL, which is the expected payout value in the advantageous state for setting value L, is extremely small compared to other setting values. Therefore, with setting value L, the number of medals paid out is small even when transitioning to the AT state. On the other hand, in terms of the AT winning probability, setting value L is not designed to be the lowest among setting values 1, 2, 4, 5, 6, and L, and transitioning to the AT state has a relatively high probability.
[0210] At setting value L, since it transitions to the AT state with a high probability, the period of playing games in the advantageous section usually does not continue, and it stably transitions to the AT state. However, even when it transitions to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in FIG. 32, in all periods regardless of the advantageous state, when a predetermined number of games are played, the variation in the number of medals paid out can be made smaller compared to other setting values. In FIG. 32, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during a predetermined number of games among setting values 1, 2, 4, 5, 6, and L. Thereby, when the type test is executed with setting value L set, since the payout number stabilizes, it becomes easier to conform to the type test. Note that the expected value of the number of medals paid out in the advantageous state of setting value L does not necessarily have to be extremely smaller compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.
[0211] As described above, by adjusting the expected value of the number of balls in the advantageous state and the AT winning probability, setting value L is designed to be the setting value with the smallest variation in the payout number during a predetermined number of games. However, the method of reducing the variation in the payout number is not limited to this. For example, it is conceivable to adjust the payout number per game in the advantageous state. That is, at setting value L, the payout number per game in the advantageous state is fixed, and at the normal setting value, the payout number per game in the advantageous state is variable.
[0212] More specifically, when a setting value L is set, the system is designed so that when one game is played in a favorable state, 7 coins are paid out with 100% probability. On the other hand, when a normal setting value is set, when one game is played in a favorable state, the system is designed so that there is a 50% probability of 0 coins being paid out and a 50% probability of 15 coins being paid out. This creates a difference in the variation of the number of coins paid out per game in a favorable state between setting value L and the normal setting value, so that setting value L can be set to a value where the variation in the number of coins paid out for all games, including games played in a favorable state, is smaller than that of any normal setting value. Note that the number of coins paid out per game in a favorable state when setting value L is set is not fixed; it just needs to be smaller than the variation in the number of coins paid out per game in a favorable state when the normal setting value is set. For example, with setting L, the machine is designed to dispense 7 coins with a 50% probability and 8 coins with a 50% probability, while with the normal setting, it is designed to dispense 0 coins with a 50% probability and 15 coins with a 50% probability.
[0213] Additionally, the length of the period during which the game is controlled to an advantageous state may be adjusted. The period during which the game is controlled to an advantageous state is, for example, the number of games from the start to the end of the AT (Attack Time) state. Setting value L fixes the period during which the game is controlled to an advantageous state, while the normal setting makes the period during which the game is controlled to an advantageous state variable.
[0214] More specifically, when the setting value L is set, the number of games from the start to the end of the AT state is fixed at 200 games. On the other hand, when the normal setting value is set, the period from the start to the end of the AT state is designed to be variable, for example, 100 games or 1000 games, based on an internal lottery. This makes it possible to create a difference in the length of the period controlled to the advantageous state between the setting value L and the normal setting value, and the setting value L can be set to a value in which the variation in the number of payouts for all games, including games played in the advantageous state, is smaller than that of either normal setting value. Note that the period controlled to the advantageous state when the setting value L is set is not fixed; it is sufficient that the variation in the length of the period controlled to the advantageous state is smaller than the variation in the length of the period played in the advantageous state when the normal setting value is set.
[0215] Thus, by adjusting various conditions, the setting value L can be set to the value among settings 1, 2, 4, 5, 6, and L that minimizes the variation in payouts for all games, including games played in the advantageous state. These conditions can be used in combination. For example, by adjusting both the payout per game in the advantageous state and the duration of play in the advantageous state, the variation in payouts for setting value L can be made the smallest among settings 1, 2, 4, 5, 6, and L. Furthermore, the expected value of balls to be dispensed in the advantageous state, the AT winning probability, the payout per game in the advantageous state, and the duration of play in the advantageous state can be adjusted to design the system so that the variation in payouts for setting value L is the smallest among settings 1, 2, 4, 5, 6, and L.
[0216] Below, we will explain an example of special suggestion control that indicates that a setting value L is set, using Figures 33 and 34. Figure 33 is a diagram showing an example of special suggestion control that indicates that a setting value L is set in a non-game state. Figure 34 is a diagram showing slot machine 1 in a non-game state where a normal setting value other than setting value L is set.
[0217] Figures 33 and 34 illustrate slot machine 1 in a non-play state. Non-play state means that no bets have been placed and the reels are stopped, meaning no game is being played. If no game is played for a certain period of time after entering the non-play state, a demo screen is displayed on the liquid crystal display 51 of slot machine 1.
[0218] As shown in Figure 33, when the setting value L is set, the text overlay 120 is displayed superimposed on the demo screen. Also, when the setting value L is set, the lower panel 55 blinks. Note that the lower panel 55 may remain lit instead of blinking. On the other hand, as shown in Figure 34, when a setting value other than the setting value L is set, the text overlay 120 is not displayed on the liquid crystal display 51. Also, the lower panel 55 does not light up or blink. Thus, in the slot machine 1 of this embodiment, when the setting value L is set but no game is being played, the text overlay 120 is displayed and the lower panel 55 blinks to perform special suggestion control. Special suggestion control is a control that suggests to the player that the setting value L is set.
[0219] In the example shown in Figure 33, the special suggestion control is indicated by the display of the ticker 120 and the flashing of the lower panel 55. The special suggestion control may be provided in other ways, as long as it provides a suggestion that distinguishes between when a setting value other than the setting value L is set and when the setting value L is set. This allows the slot machine 1 of this embodiment to recognize that the setting value L is set when the player is not playing, thus preventing the player from playing with the setting value L set. Furthermore, by using the lower panel 55, which has the largest area used for notification, the special suggestion control can be effectively communicated to administrators and players that the setting value L is set.
[0220] Thus, in the slot machine 1 of this embodiment, any of the setting values 1, 2, 4, 5, 6, and L can be set. Setting value L is the setting value among setting values 1, 2, 4, 5, 6, and L that has the smallest expected number of medals that can be awarded in all games, including games played in the advantageous state when setting value L is set, and among setting values 1, 2, 4, 5, 6, and L that has the smallest expected number of medals that can be awarded in the advantageous state when setting value L is set, and among setting values 1, 2, 4, 5, 6, and L that has the smallest variation in the game value that can be awarded in the advantageous state when setting value L is set.
[0221] As a result, by conducting type approval tests using the setting value L, the variation in the number of medals that can be awarded in a favorable state is reduced, and the game is played as designed, making it easier to pass type approval tests. On the other hand, if the setting value L is set in the market, the expected value of the number of medals that can be awarded in all games, including games in a favorable state, will decrease, or the expected value of the number of medals that can be awarded in a favorable state will decrease, which is disadvantageous to the player. However, by suggesting that the setting value L is set, the player can be appropriately made aware that the setting value L is set.
[0222] Figure 35 is a diagram illustrating the order in which the setting values are stored. As described above, a reset / setting switch 38, which functions as a setting switch to change the payout rate when the setting has been changed, is provided inside the slot machine 1. When the power is turned ON in the setting change state, the currently set setting value is displayed on the credit display 11 or the game assistance display 12. For example, if the setting value is set to 1, the number "1" is displayed as a 7-segment display on the credit display 11 or the game assistance display 12, as shown in Figure 35(a), indicating that the setting value is set to 1.
[0223] In the state of FIG. 35(a), when the reset / setting switch 38 is operated, the main control unit 41 causes the credit display 11 or the game assist display 12 to display "2" as a 7-segment as shown in FIG. 35(b). Further, when the reset / setting switch 38 is operated, the main control unit 41 causes the credit display 11 or the game assist display 12 to display the set values in the order of "4", "5", "6", "L", "1", "2",... as shown in FIGS. 35(c) to (h). Thus, the main control unit 41 reads out the data of the set values stored in the ROM 41b in the order of set values 1, 2, 4, 5, 6, L and causes the credit display 11 or the game assist display 12 to display them.
[0224] More specifically, the correspondence between the set values and the data stored in the ROM 41b or the RAM 41c will be described. When "0" is stored as a data value in the ROM 41b or the RAM 41c, it corresponds to the set value 1. When "1" is stored as a data value, it corresponds to the set value 2. When "2" is stored as a data value, it corresponds to the set value 4. When "3" is stored as a data value, it corresponds to the set value 5. When "4" is stored as a data value, it corresponds to the set value 5. When "5" is stored as a data value, it corresponds to the set value 6. When "6" is stored as a data value, it corresponds to the set value L. Also, the specific data associated with the set values in the ROM 41b or the RAM 41c includes not only the data value indicating the set value itself but also numerical values for process discrimination defined for each set value. For example, the numerical value for process discrimination is the winning rate defined for each combination.
[0225] That is, the ROM 41b stores a plurality of specific data corresponding to each of the set values 1, 2, 4, 5, 6, and L continuously in the storage area. Further, among the plurality of specific data corresponding to each of the set values 1, 2, 4, 5, 6, and L, the specific data corresponding to the set value L is stored at the end of the order in the storage area of the ROM 41b. That is, the order is "1, 2, 4, 5, 6, L". Note that the specific data corresponding to the set value L may be stored at the beginning of the order in the storage area of the ROM 41b. When stored first, the order becomes "L, 1, 2, 4, 5, 6". This makes it easier to distinguish the set value L from the normal set values 1, 2, 4, 5, 6.
[0226] Also, the set value L provided to conform to the type test is displayed using the character "L" other than numbers. On the other hand, the normal set values for setting in the market are displayed using numbers. This makes it easier for the administrator of the slot machine 1 to distinguish the set value L from the normal set values other than the set value L and to recognize that the set value L is set.
[0227] [Shutter effect] FIG. 36 is a diagram for explaining the shutter effect. In FIG. 36, an example of the shutter effect executed using the liquid crystal display 51 is shown. The shutter effect is an effect in which the entire area displayed on the liquid crystal display 51 is covered once by the closing of a shutter, a door, etc., and then the shutter or door opens and the area displayed on the liquid crystal display 51 is exposed again. The image displayed on the liquid crystal display 51 before and after the shutter or door closes may be partially or entirely changed. Also, the image displayed on the liquid crystal display 51 before and after the shutter or door closes may not be changed. Further, the shutter effect can be used when the stage is changed. Thereby, it is possible to suitably display that the stage has changed.
[0228] For example, in the example shown in Figure 36(a), the second interval stage of the first state is displayed on the liquid crystal display 51. When the shutter effect is executed, the display area of the liquid crystal display 51 is gradually covered by the shutter, as shown in Figure 36(b). The shutter may be a physical shutter provided separately from the liquid crystal display 51, or it may be an image displayed on the liquid crystal display 51. If the shutter is an image, the liquid crystal display 51 also gradually superimposes the shutter onto the image of the second interval stage of the first state shown in Figure 36(a). In Figure 36(c), the display area of the liquid crystal display 51 is covered by the shutter, and the second interval stage of the first state cannot be seen.
[0229] In Figure 36(d), the shutter gradually begins to open, and in Figure 36(e), the shutter is fully open. As shown in Figure 36(e), after the shutter effect is performed, an image is displayed that indicates a state in which the player is battling an enemy corresponding to the second state. Next, a method of using this shutter effect to suggest to the player that the setting value L has been set will be explained.
[0230] Figure 37 shows the frequency at which the shutter effect is executed. As shown in Figure 37, the frequency at which the shutter effect is executed varies depending on the set setting value and the situation. When the normal setting value is set, the shutter effect is not executed in the first situation. The first situation refers to the normal section, the normal advantageous section, and the AT continuous performance. Also, when the normal setting value is set, the shutter effect is executed with a probability of 1 / 50 in the second situation. That is, when the normal setting value is set, the shutter effect is executed on average once every 50 games in the second situation. When setting value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and during the AT continuous performance in the first situation. That is, the shutter effect is executed on average once every 2 games. When setting value L is set, the shutter effect is not executed in the normal section, the first state, and the second state.
[0231] Figure 38 shows an example of special suggestion control using a shutter effect. As shown in Figure 38, in this embodiment, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 during the normal advantageous period. At this time, no effects related to the shutter effect are executed when the stage changes or when the shutter opens. As a result, images of the shutter opening and closing are displayed frequently, which can give the player a sense of unease.
[0232] The second situation was described as an example of the first and second states being advantageous states, but the second situation is not limited to advantageous states. For example, the first situation may be the normal state of the advantageous section, and the second situation may be the AT continuous performance. In this case, for example, if setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the first situation, the normal state of the advantageous section, and if the normal setting value is set, the shutter performance may be executed at least once during the AT continuous performance, which is the second situation.
[0233] In the slot machine 1 of this embodiment, when the normal setting value is set, the shutter effect is executed at a rate of 1 / 50 during the first and second states, which are advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed at a higher frequency during the normal advantageous section and during the AT continuous effect compared to when the normal setting value is set. As a result, in the slot machine 1, the shutter effect, which would normally only be executed during the AT state if the setting value L is not set, is executed at a high frequency during the normal advantageous section, making the player feel uneasy. This suggests to the player that the setting value L is set.
[0234] In this way, the main control unit 41 uses a liquid crystal display 51 capable of executing game-related effects to perform special suggestion control that indicates that a setting value L has been set. With this configuration, the player can be made aware that a setting value L has been set while they are playing the game, and it is possible to prevent the player from continuing to play the game while the setting value L is set.
[0235] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and as a special suggestion control, it makes the execution rate of the shutter effect different when the setting value L is set compared to when the normal setting value is set, out of the setting values 1, 2, 4, 5, 6, L. This allows the player to recognize that the setting value L is set based on the frequency of the shutter effect execution.
[0236] The sub-control unit 91, when a normal setting value is set, does not execute the shutter effect in the first situation, which indicates the normal section, the normal advantageous section, or the AT continuous performance, but executes the shutter effect in the second situation, which indicates the first and second states. In addition, the main control unit 41, when a setting value L is set, uses the liquid crystal display 51 to execute the shutter effect in the first situation as a special suggestion control. This allows the player to recognize that a setting value L is set by executing the shutter effect in the first situation.
[0237] Furthermore, the shutter effect is an effect in which an image of a shutter or other obstructing object such as a sliding door is displayed across the entire display area of the liquid crystal display 51. The area in which the shutter effect is displayed is not limited to the entire display area of the liquid crystal display 51; for example, it may be displayed only in the effect area 510 described later. This makes it easy for the player to understand that the setting value L is set by an effect in which a shutter or other obstructing object such as a sliding door is displayed across the entire display area.
[0238] The main control unit 41 can execute navigation that notifies the player of navigation information corresponding to the operation of stop switches 8L, 8C, and 8R, which is advantageous to the player, when a button sequence is won by an internal lottery. Furthermore, the shutter effect is executed when navigation is not being executed. In other words, the shutter effect is not executed when navigation is being executed. This ensures that the shutter effect does not interfere with the display of the navigation effect.
[0239] [Setting value suggestion effect] The following describes the setting value suggestion animation that indicates the set setting value. Figure 39 is a diagram illustrating an example of a setting value suggestion animation. In the slot machine 1 of this embodiment, setting values 1, 2, 4, 5, and 6 can be set as normal setting values, and setting value L can be set as a special setting value.
[0240] The sub-control unit 91 can execute a setting value suggestion animation that indicates the setting value set in the slot machine 1 when executing an animation. The sub-control unit 91 obtains a command indicating the setting value from the main control unit when the design is changed. The sub-control unit 91 executes the setting value animation based on the obtained setting value. The setting value suggestion animation can be executed at various timings and in various forms. Figure 39 illustrates an example in which the setting value suggestion animation is executed together with the result screen displayed when the AT state ends. The result screen is a screen that notifies the number of medals paid out and the number of games played during the AT state.
[0241] The following explains the four types of result screens shown in Figure 39, with reference to Figure 40. Figure 40 is a diagram showing the execution rate of each result screen for each setting value. Figure 39(a) is the Character 1 result screen where Character Ch1 is displayed. Referring to Figure 40, the Character 1 result screen is displayed with a 90% probability when the normal setting value is set. Also, the Character 1 result screen is displayed with a 100% probability when setting value L is set. In other words, when setting value L is set, and the AT state ends and a result screen is displayed, the Character 1 result screen is always displayed.
[0242] Figure 39(b) shows the Character 2 result screen where Character Ch2 is displayed. The Character 2 result screen is a result screen that suggests an odd-numbered setting. Referring to Figure 40, the Character 2 result screen is displayed with a 10% probability when setting value 1 or setting value 5 is set. The Character 2 result screen is not displayed when setting values 2, 4, 6, or L are set. Thus, in slot machine 1, the display of the Character 2 result screen can suggest that either setting value 1 or 5 is set.
[0243] Figure 39(c) shows the Character 3 Result Screen where Character Ch3 is displayed. The Character 3 Result Screen is a result screen that suggests an even-numbered setting. Referring to Figure 40, the Character 3 Result Screen is displayed with a 10% probability when setting value 2 or setting value 4 is set, and with an 8% probability when setting value 6 is set. The Character 3 Result Screen is not displayed when setting values 1, 5, or L are set. Thus, in slot machine 1, the display of the Character 3 Result Screen can suggest that one of the setting values 2, 4, or 6 is set.
[0244] Figure 39(d) shows the Character 4 result screen where Character Ch4 is displayed. The Character 4 result screen is a result screen that indicates that the setting value is 6. Referring to Figure 40, the Character 4 result screen is displayed with a 2% probability when the setting value is 6. The Character 4 result screen is not displayed when the setting values 1, 2, 4, 5, or L are set. Thus, in slot machine 1, the display of the Character 4 result screen can indicate that the setting value is 6. Setting indications that indicate the set setting value, rather than indicating that multiple setting values are set, as in the Character 4 result screen, are called individual setting indications. Individual setting indications may be performed for setting value 5, for example, but it is preferable that they be indicated for settings where the payout rate exceeds 100%.
[0245] As described above, the slot machine 1 of this embodiment displays four types of result screens. When the Character 2 result screen, Character 3 result screen, or Character 4 result screen is displayed, it is easy for the player to guess which of the setting values 1, 2, 4, 5, 6, or L is set. However, when the Character 1 result screen is displayed, it is difficult to guess which setting value is set. This is because, as explained above, setting value L is a setting value intended for use in type approval testing, and with the normal setting value intended for market use, the Character 1 result screen is displayed with a uniform probability of 90%. Therefore, the Character 1 result screen is the result screen from which it is most difficult to recognize which setting value is set. Hereafter, the setting indication that the Character 1 result screen is displayed will be referred to as the normal setting indication.
[0246] Using FIGS. 39 and 40, it was explained that the set value is suggested by changing the type of character displayed on the result screen displayed when the AT state ends. The set value suggestion effect may be suggested not only by changing the type of character displayed, but also, for example, by changing the background color or pattern displayed as the result screen. Furthermore, the timing at which the set value suggestion effect is executed is not limited to the end of the AT state, and can be executed at various states and timings such as the effect during normal advantageous intervals, during continuous AT effects, and during the ending state.
[0247] As described above, in the slot machine 1 of the present embodiment, it is possible to execute a setting suggestion for suggesting which of the set values is set. On the other hand, when the set value L is set, the setting suggestion is not executed. That is, when the set value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. Thereby, when the set value L is set, it is possible to prevent the player from being confused by suggesting only that the set value L is set and not suggesting that a normal set value is set.
[0248] Also, in the slot machine 1 of the present embodiment, on the result screen at the end of the AT state, when a normal set value is set, it is possible to execute a normal setting suggestion, an odd setting suggestion, an even setting suggestion, and a set value 6 confirmation suggestion, which are the most difficult to recognize which set value is set. When the set value L is set, the character 1 result screen is displayed while the character 2 result screen, the character 3 result screen, and the character 4 result screen other than the normal setting suggestion are not displayed. Thereby, when the set value L is set, it is possible to prevent the player from being confused by suggesting a setting suggestion other than the normal setting suggestion.
[0249] Furthermore, in the slot machine 1 of this embodiment, if setting value 6 is set among setting values 1, 2, 4, 5, 6, and L, an individual setting suggestion indicating that setting value 6 is set can be executed. On the other hand, if setting value L is set, the individual setting suggestion confirming setting value 6 is not executed. This prevents confusion for the player by suggesting that one of the normal setting values is set even though setting value L is set, and also prevents confusion for the player by displaying an individual setting suggestion indicating that setting value L is set on the results screen.
[0250] Figure 41 is a flowchart showing the control details of the initial setup process performed by the main control unit 41. Below, in order to explain the process of changing setting values in more detail, the startup process and initial setup process performed by the main control unit 41 will be explained based on Figure 41. The startup process and initial setup process are subroutines included in the game program.
[0251] When power is supplied to the slot machine 1, the main control unit 41 starts up with timer interrupts disabled due to a reset, and performs various processes according to the program stored in ROM 41b. After starting up, it first performs the startup setting process included in the game program to initialize all output ports 0 to 9, and then initializes the internal registers of the main control unit 41 based on the built-in register initialization table pre-set in a predetermined area of ROM 41b, performing the initial setup process included in the game program.
[0252] The initial setup process begins with timer interrupts disabled. During the initial setup process, the system first checks a predetermined area of the input port (Sa1) to determine whether the power outage detection signal output from the power outage detection circuit is ON (Sa2). If the power outage detection signal is ON, the system waits until the power outage detection signal turns OFF. After the power supply voltage of slot machine 1 returns to normal and the power outage detection signal turns OFF, the system calculates the parity of a predetermined area of RAM 41c (Sa3) and sets a predetermined initial address to the stack pointer (Sa4). The system then checks whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, the system obtains fixed data for RAM corruption diagnosis that was set in a predetermined area of RAM 41c at the time of the power outage (Sa6), and diagnoses whether the contents of RAM 41c have been corrupted based on this fixed data (Sa7).
[0253] If the parity is determined to be normal in step Sa5, and if the contents of RAM41c are diagnosed in step Sa7, then it is determined whether or not there is an abnormality in RAM41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). An abnormality in RAM41c is defined as either the parity being abnormal or the parity being normal but the contents of the memory being diagnosed as abnormal.
[0254] If there is an abnormality in RAM 41c, the main control unit 41 saves the value of the flag register, which stores the calculation result, by storing it in the game stack area of the game RAM area in a predetermined order (Sa9), and then calls the non-game RAM area initialization process included in the non-game program (Sa10). In the non-game RAM area initialization process, after initializing the non-game RAM area of RAM 41c, the system returns to the initial setup process. When the system returns to the initial setup process, the value of the flag register saved in the game stack area in step Sa9 is read sequentially from the game stack area in the reverse order of saving and set in the flag register, thereby restoring the flag register to the state before the RAM area initialization process (Sa11).
[0255] In the non-game RAM area initialization process, first, the value of the current address of the game stack area, indicated by the stack pointer SP used by the calling game program, is saved by storing it in a predetermined area of the non-game RAM area. Then, the stack pointer SP is set for the non-game program by setting the value of the stack pointer SP to a predetermined value of the non-game stack area (the value stored in the predetermined area of the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program). Finally, the values of all registers provided by the main control unit 41, including the flag register mentioned above, are saved by storing them in a predetermined order in the non-game stack area of the non-game RAM area identified by the stack pointer SP. Subsequently, the starting address (the first address of unused area 4) and ending address (the last address of the non-game RAM area) of the RAM to be initialized are specified. The data at the specified address is cleared, using the starting address as the initial value of the specified address, and then the specified address is updated to the next address. This process is repeated until the specified address becomes the ending address, thereby initializing the area from the starting address to the ending address of the RAM to be initialized (in this embodiment, the area from the beginning of unused area 4 to the end of the non-game RAM area). Then, the values of the registers that were saved in the non-game stack area when the non-game RAM area initialization process started are read sequentially from the non-game stack area in the reverse order of saving and set in the registers corresponding to that order, thereby restoring all registers to the state they were in when the non-game RAM area initialization process started. After that, the value of the stack pointer SP that was saved in a predetermined area of the non-game RAM area when the non-game RAM area initialization process started is set to the stack pointer SP, restoring the stack pointer SP to the state it was in when the non-game RAM area initialization process started, and terminating the non-game RAM area initialization process.
[0256] Furthermore, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of that capacity can be sequentially cleared from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.
[0257] If it is determined in step Sa8 that there is no abnormality in RAM41c, and if the register is restored in step Sa11, the fixed data for RAM corruption diagnosis set in RAM41c is cleared (Sa12), and the RAM corruption initialization start address is set to specify the address of the game RAM area that will be initialized if there is an abnormality in RAM41c (Sa13). After that, it is determined whether the setting key switch 37 is in the ON state by referring to input port 2 (Sa14).
[0258] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, the setting change process is performed. In the setting change process, the setting value is determined by operating the reset / setting switch 38 and the start switch 7 in a predetermined procedure, and when it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the system transitions to a state where the game can proceed. In addition, in the setting change process, when the setting change process is started, a setting command (start) indicating that the setting change process is to be started is sent to the sub-control unit 91, and when the setting change process is terminated, a setting command (end) indicating that the setting change process is to be terminated is sent. In addition, when the setting change process is terminated, the starting address of the RAM area to be initialized at the time of setting change is specified, and the system returns to the main process step. Then, in the main process step, the RAM initialization process is performed so that the area from the starting address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, i.e., all game RAM areas, is initialized. Note that it is also possible to configure the system to initialize all game RAM areas except the stack area in use of RAM 41c.
[0259] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, then it is determined in step Sa3 whether there is an abnormality in RAM 41c based on the RAM parity calculated in step Sa3 and the diagnostic result in Sa7 (Sa15). If it is determined that there is no abnormality in RAM 41c, the output buffer for outputting the external output signal is cleared (Sa16). In addition, the reel error counter, which is set in a predetermined area of RAM 41c and counts the number of times a reel rotation error has been detected in the main processing described later, is cleared (Sa17). After that, the stack pointer SP is restored to the state at the time of power outage by setting the address at the time of power outage in the stack pointer SP based on the contents of RAM 41c (Sa18), and the port input processing is performed twice in a row (Sa19, Sa20).
[0260] Port input processing is a process that updates input status data (input data indicating the current input status of various switches, confirmed data indicating that the current input data is the same as the previous input data, and edge data indicating that the confirmed data has changed since the previous input) related to the input status of various switches input to the parallel input port 511. Port input buffers 0 to 2 are provided in a predetermined area of the game RAM area of RAM 41c to store input status data of various switches, and the input status data of various switches updated by port input processing is stored in predetermined bits of the port input buffer for each type of switch. In port input processing, the detection status (ON or OFF) of various switches connected to input ports 0 to 2 of the parallel input port 511 is used as input data and stored in predetermined bits of the port input buffer. Furthermore, the detection status (ON or OFF) of the previous and current port input processing is compared, and if the current and previous input data are the same, the confirmed data is updated to indicate the detection status of the current input data, while if the current and previous input data are different, the previous confirmed data is maintained. Furthermore, by comparing the current and previous confirmed data, if the confirmed data changes from the OFF state to the ON state, ON edge data indicating that the confirmed data has changed from the OFF state to the ON state is stored in predetermined bits of port input buffers 0 to 2. If the confirmed data changes from the ON state to the OFF state, OFF edge data indicating that the confirmed data has changed from the ON state to the OFF state is stored in predetermined bits of port input buffers 0 to 2. The input data, confirmed data, and edge data for various switches stored in the port input buffers can be referenced by the game program and non-game programs.
[0261] Furthermore, in the initial setup process, by performing port input processing twice consecutively, when subsequent port input processing is performed, input status data regarding the input status of various switches, such as detection signals, is created based on the input status of various switches after the initial setup process, i.e., the input status of various switches after power supply to slot machine 1 has been resumed. This prevents unintended input conditions from being identified. Alternatively, the port input processing may be configured to create final data based on input data obtained from three or more port input processes (for example, the input data from the current, previous, and the one before that). In such a configuration, by performing port input processing one fewer time consecutively in the initial setup process than is necessary to create final data, input status data can be created based on the input status of various switches after the initial setup process when port input processing is performed after the initial setup process.
[0262] After port input processing in steps Sa19 and Sa20, the system refers to a predetermined input port (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22). If the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of RAM 41c (Sa23).
[0263] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after setting the status data in step Sa23, a recovery command indicating that the control state has returned to the state before the power outage is sent to the sub-control unit 91 (Sa24), and then in the command transmission process of the timer interrupt processing (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be sent is set in a predetermined area of RAM 41c (Sa25). Normally, in the command transmission process, a door command is sent when the detection state of the door open detection switch 25 changes, but if the door command transmission flag is set in the predetermined area of RAM 41c, a door command indicating the detection state of the door open detection switch 25 is sent regardless of whether the detection state of the door open detection switch 25 has changed or not.
[0264] Then, after setting the door command transmission flag in step Sa25, all registers are restored to their state before the power outage, as stored in RAM41c (Sa26), timer interrupts are enabled (Sa27), the initial setup process is completed, and the system moves to the timer interrupt process (main), before returning to the main process that was running before the power supply to slot machine 1 was cut off.
[0265] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM41c, the game RAM initialization process is performed (Sa28), and the area from the RAM corruption initialization start address set in step Sa13 to the end of the game RAM area of RAM41c is initialized. Then, similar to the process in steps Sa9 to Sa11, the values of the flag registers in which flags are set are saved to the game stack area of the game RAM area (Sa29), the non-game RAM area initialization process included in the non-game program is called (Sa30), all non-game RAM areas of RAM41c are initialized, and then the caller is returned and the registers saved in step Sa29 are restored (Sa31).
[0266] After restoring the registers in step Sa31, the door command transmission flag is set (Sa32), timer interrupts are enabled (Sa33), a RAM error code (E8) indicating a problem with RAM41c is prepared in a designated register (Sa34), and the initialization process is terminated, transitioning to error handling.
[0267] In error handling, the system controls the game to an error state in which gameplay is disabled. An error command that can identify an error code (E8) prepared in a predetermined register is sent to the sub-control unit 91, and this error code (E8) is set as an error flag in a predetermined area of RAM 41c that can be referenced by other processes (for example, the sensor monitoring process described later). The system also controls the game auxiliary display 12 to display this error code (E8). Subsequently, the system controls the error state until it is determined that the conditions for clearing the error state corresponding to the error code (E8) prepared in the predetermined register have been met. If the RAM abnormality error code (E8) is prepared in the predetermined register and the system transitions to an error state, the system transitions to a setting change state by turning on the power switch 39 with the setting key switch 37 ON, thereby initializing all game RAM areas and reliably resolving the abnormality in the RAM 41c data and clearing the error state. On the other hand, if the power switch 39 is turned ON without turning on the setting key switch 37, an abnormality in RAM 41c is detected again, and the system returns to an error state.
[0268] As described above, the main control unit 41 performs an initial setup process after power supply to the slot machine 1 is started. In the initial setup process, depending on the state of the main control unit 41 when power supply to the slot machine 1 is started, it transitions to either timer interrupt processing (main), setting change processing, or error processing. When transitioning to one of these processes, it sends a command to the sub-control unit 91 that specifies the type of processing to transition to. If it transitions to timer interrupt processing (main), that is, if it returns to the control state before power supply to the slot machine 1 was stopped, it sends a return command to the sub-control unit 91. If it starts setting change processing and transitions to the setting change state, it sends a setting command (start) to the sub-control unit 91. If it starts error processing due to a RAM 41c abnormality and transitions to the error state, it sends an error command to the sub-control unit 91.
[0269] Furthermore, after transitioning from initial setup processing to configuration change processing, the main control unit 41 returns to a state where the game can proceed after going through the configuration change state. When returning to the state where the game can proceed, it sends a configuration command (end) to the sub-control unit 91 that identifies the termination of the configuration change state, but does not send a return command. Also, after transitioning to error processing due to a RAM 41c abnormality, the system returns to a state where the game can proceed by transitioning to configuration change processing as described above and clearing the error state. Even when error processing is completed and the system returns to a state where the game can proceed, it does not send a return command to the sub-control unit 91.
[0270] Thus, the main control unit 41 starts up when power is supplied to the slot machine 1, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through this startup setting process.
[0271] Furthermore, after performing the startup setup process, the main control unit 41 performs the initial setup process included in the game program. In the initial setup process, if it determines that there is an abnormality in RAM 41c, it calls the non-game RAM area initialization process included in the non-game program to initialize a predetermined area of the non-game RAM area of RAM 41c. In addition, the initial setup process also calls the RAM initialization process included in the game program to initialize a predetermined area of the game RAM area of RAM 41c. Thus, the game RAM area is initialized by the game program, and the non-game RAM area is initialized by the non-game program.
[0272] [Specific increment processing during configuration change processing] Figure 42 is a flowchart showing the control details of the setting change process performed by the main control unit 41. The main control unit 41 sends a setting command (S112) and transitions to the setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Subsequently, the main control unit 41 converts the value in the A register to a display value (S115).
[0273] Specifically, if the setting value "0" is stored in RAM41c, it is converted to the display value "1". If the setting value "1" is stored in RAM41c, it is converted to the display value "2". If the setting value "2" is stored in RAM41c, it is converted to the display value "4". If the setting value "3" is stored in RAM41c, it is converted to the display value "5". If the setting value "4" is stored in RAM41c, it is converted to the display value "6". If the setting value "5" is stored in RAM41c, it is converted to the display character "L". As shown in Figure 35, the main control unit 41 displays the converted setting value on the credit indicator 11, which is a setting value indicator (S116). After that, it determines whether or not the reset / setting switch 38 has been operated (S117).
[0274] If the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process includes an addition process, a judgment process, and a regression process, and during the period in which the specific increment process is being executed, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process will not be executed. In other words, even if the specified time for a timer interrupt to occur or the conditions for an interrupt to occur are met while the specific increment process is being executed, the main control unit 41 prohibits the execution of the interrupt. Furthermore, the specific increment process can be used for various purposes, and in the example in Figure 42, it is used for adding a set value.
[0275] Specifically, the main control unit 41 performs an addition process to add the value indicating the setting value stored in the A register (S118). Subsequently, the main control unit 41 performs a determination process to determine whether the value indicating the setting value stored in the A register is the same as a specific value (S119). The specific value is a value determined according to the application in which the specific increment process is used, and is stored in the ROM 41b. The specific value used in the specific increment process for adding a setting value is 6. Furthermore, in the specific determination process, the specific value 6 is subtracted from the setting value after addition, and it is determined whether the subtraction result is 0 or not, thereby determining whether the setting value after addition and the specific value are the same. More specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C in the flag register to "1".
[0276] If the result of the judgment process is 0, the main control unit 41 performs a regression process to correct the setting value stored in the A register to 0 (S120). The regression process is performed when the value stored in the A register is "6". In this embodiment, the setting values 1, 2, 4, 5, 6, L are associated with the data values "0, 1, 2, 3, 4, 5" stored in RAM 41c or ROM 41b. That is, there is no setting value corresponding to the data value "6". Therefore, the main control unit 41 performs a regression process to regress the data value stored in the A register to "0". This allows the data value "5", which represents the setting value L, to be corrected to the data value "0", which represents the setting value 1 when an addition process is performed on it. After performing the regression process, the main control unit 41 returns to S116. If the result of the subtraction is not 0, the main control unit 41 does not perform the regression process and returns to S116.
[0277] More specifically, if the value stored in the carry flag C is "1", the main control unit 41 calculates an exclusive OR operation between all the bits in the A register and the values stored in each bit. In other words, since an exclusive OR operation is calculated between the same values for all bits, the value of all bits in the A register becomes "0".
[0278] Thus, in the slot machine 1 of this embodiment, the value of the A register never exceeds a specific value because a specific increment process is executed. As a result, the credit indicator 11 can appropriately switch its display as shown in Figures 35(f) to 35(g). Furthermore, when the main control unit 41 executes the specific increment process, it disables interrupt processing even if an interrupt disable process based on an interrupt disable instruction has not been executed. In other words, the main control unit 41 automatically disables interrupt processing based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of an interrupt process.
[0279] If the reset / setting switch 38 is not operated in S117 (NO in S117), the main control unit 41 determines whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 determines whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process in S122. If the setting key switch is OFF (YES in S122), the main control unit 41 executes the initialization process (S123).
[0280] After the initialization process is completed, the main control unit 41 converts the value of the A register to the set value and stores it (S124), sends a setting completion command (S125), and sets the standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 terminates the setting change state (S127).
[0281] [Specific decrement processing during payout processing] The above describes an example in which a specific increment process is executed during a setting change process. Next, we will describe an example in which a specific decrement process is executed during a payout process. Figure 43 is a flowchart showing the control details of the payout process executed by the main control unit in the game process. The payout process in Figure 43 is the process executed in S18 of the main process.
[0282] Based on the results of the prize determination, the number of medals to be awarded, which was set when the prize was determined to have occurred, is compared with the number of medals already dispensed to check whether the dispensing is complete (Si1). If the dispensing is not complete, it is determined whether an insertion error has occurred (an error determined when a medal is inserted outside of the period in which medal insertion is permitted) (Si11). If no error is detected in step Si11, the process proceeds to step Si2. If an insertion error is detected in step Si11, an error code indicating an insertion error during the dispensing process is set in the register (Si12), and the process proceeds to step Si2.
[0283] In step Si2, it is checked whether the credits can be added based on whether the credit limit has been reached (Si2). If the credits can be added, the system waits for the credit payout interval (Si3), and then adds 1 to the credits (Si4). After the processing in Si3, the value of the medal OUT signal output counter, which indicates the remaining number of medal OUT signal outputs, is increased by 1 (Si5), the payout count is subtracted (Si6), and then the system returns to step Si1.
[0284] If the credit cannot be added in step Si2, one coin is dispensed (Si7), the value of the medal OUT signal output counter is incremented by 1 (Si8), the process proceeds to step Si9, the dispensed coin count is subtracted, and then the process returns to step Si1.
[0285] In step Si7, the single-coin dispensing process controls the hopper motor to dispense one coin. Step Si8 proceeds only if the dispensing sensor successfully detects the dispensing of one coin. The system also monitors whether there is a coin jam or if the machine is out of coins. If a coin jam or out-of-coin state is detected, the hopper motor is stopped, a dispensing error is set in the register, and error handling begins. After the dispensing error is cleared, the system returns to the main process.
[0286] If the dispensing is complete in step Si1, the hopper motor is stopped (Si10), and the process moves to the end-of-processing stage. In this way, during the dispensing process, the value of the medal OUT output counter is incremented by 1 each time a medal is dispensed by the dispensing sensor or each time a credit is added.
[0287] Figure 44 is a flowchart showing the control details of the payout count reduction process executed by the main control unit. The 1-coin payout process in Figure 44 is the process executed by Si7 and Si9 in Figure 43. The payout count reduction process corresponds to a specific decrement process. The specific decrement process includes a subtraction process, a determination process, and an update process, and during the period in which the specific decrement process is executed, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process will not be executed. In other words, the main control unit 41 prohibits the execution of a timer interrupt even if the specified time for the interrupt to occur is reached or the conditions for the interrupt to occur are met while the specific decrement process is being executed. Furthermore, the specific decrement process can be used for various purposes, and in the example in Figure 44, it is used for the process of reducing the payout count.
[0288] The main control unit 41 stores the address of RAM 41c, which is stored in the HL register, in the A register (SD1). The HL register refers to two auxiliary registers, the H register and the L register. When it is determined during the award determination process that a bonus has been awarded, the HL register stores the address of RAM 41c, which stores the remaining number of medals that should be paid out by that bonus. That is, for example, if the specified number of medals to be paid out in a BB is 345, immediately after the BB is awarded, data indicating 345 medals is stored in the address of RAM 41c. Subsequently, triggered by the payout of 15 medals, the data stored in that address is reduced to 310 medals in the manner shown below. The data stored in that address will be referred to as the "remaining payout value" below. The specified number of medals to be paid out is not limited to 345; for example, it may be 17 medals, etc. After the main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register, it executes a specific decrement process.
[0289] Specifically, the main control unit 41 performs a subtraction operation (SD1) which subtracts 1 from the value indicating the remaining payout value stored in the A register. At this time, if the value of all bits in the A register is "0", the subtraction operation will cause all bits in the A register to indicate "F". In other words, a carry occurs, and as a result of the carry, the value of the carry flag C in the flag register (F register) becomes "1". If no carry occurs, the value of the carry flag C in the flag register is "0".
[0290] The main control unit 41 performs a determination process to determine whether the value of the carry flag in the flag register is "1" (SD3). If the determination process finds that the value stored in the carry flag is "1", the main control unit 41 performs an update process to correct the setting value stored in the A register to 0 (SD4). The update process is performed when a carry occurs and the value stored in all bits of the A register becomes "F". The main control unit 41 can correct the value of the A register to "0" by performing the update process when a carry occurs. After performing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).
[0291] Thus, in the slot machine 1 of this embodiment, the value of the A register does not enter a state after a carry-over occurs because the specific decrement process is executed. Furthermore, when the main control unit 41 executes the specific decrement process, it prohibits interrupt processing even if the interrupt prohibition process based on the interrupt prohibition instruction has not been executed. In other words, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value due to the execution of interrupt processing.
[0292] [Specific decrement processing in time counter update processing] The above describes an example in which a specific decrement process is executed during the payout process. Next, we will describe an example in which a specific decrement process is executed during the time counter update process. We will describe the timer counter used by the main control unit 41 to measure the time interval used for controlling the progress of the game, etc.
[0293] The main control unit 41 sets an initial value corresponding to the time being measured as the timer value of the timer counter allocated to RAM 41c, and periodically decrements the timer value in the timer interrupt processing (main), and identifies that the time being measured has elapsed when the timer value becomes 0. More specifically, when the condition for starting timer measurement is met in the main processing, the main control unit 41 sets an initial value corresponding to the time being measured in the area to which the timer counter corresponding to that condition is allocated.
[0294] The set timer value is decremented by 1 approximately every 2.24ms until it reaches 0 during the timer interrupt processing (main) time counter update process. In the main process, the address of the corresponding timer counter is obtained, the obtained value is read, and it is determined whether the read value is not 0. If it is determined that the read value is 0, it is determined that the timer has elapsed. In this embodiment, multiple timer counters may be used. For example, a 1-byte timer with an initial value of 1 byte or less, and a 2-byte timer with an initial value greater than 1 byte and 2 bytes or less may be used.
[0295] The timer counter used in this embodiment includes 1-byte timers A, B, and C, each with an initial value of 1 byte or less, and a 2-byte timer with an initial value exceeding 1 byte but not exceeding 2 bytes. The timer counter may also include multiple 2-byte timers.
[0296] A 1-byte timer is a timer used to measure relatively short periods of time that can be measured with a timer value of 1 byte or less. Examples include an external output signal timer for measuring the output period of an external output signal, an LED update timer for measuring the output update period of an LED, a stop invalidation timer for measuring the period after a stop operation is detected until another stop operation is enabled, a payout waiting timer for measuring the period after a reel stops until medal payout begins, a coin insertion detection timer for measuring the period after the coin insertion sensor is detected ON, a coin slot detection timer for measuring the period after the coin slot sensor is detected ON, a payout detection timer for measuring the period after the payout sensor is detected ON, and a start timer for measuring the period after a reel starts rotating until a stop operation becomes effective.
[0297] A 2-byte timer is a timer used to measure relatively long periods that cannot be measured with timer values of 1 byte or less. Examples include a single-game time timer that measures the prescribed time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among the external output signals, a standby time timer that measures the period after the end of a game, and a hopper empty timer that measures the period after the hopper motor is driven when the payout sensor is not detected.
[0298] 1-byte timers A, B, and C are each allocated one byte into a contiguous 3-byte area of RAM41c. 2-byte timers are allocated into a contiguous 2-byte area of RAM41c. Hereafter, the area to which the 1-byte timers are allocated will be referred to as the 1-byte timer group. That is, the 1-byte timer group is set in an area where contiguous addresses are allocated according to a predetermined rule. The area where contiguous addresses are allocated according to a predetermined rule is, for example, the area to which the starting address and addresses added N (where N is a natural number) from the starting address are allocated.
[0299] Figure 45 is a flowchart showing the control details of the time counter update process executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processing steps (ST1), and the starting address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the starting address of the 1-byte timer group in the HL register, a pointer is set to the starting address of the 1-byte timer group.
[0300] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the A register stores the count value stored at the first address of the 1-byte timer group. The main control unit 41 executes a specific decrement process in ST4, 5, and 7. The specific decrement process is a process that includes a subtraction process, a judgment process, and an update process, and during the period in which the specific decrement process is being executed, even if an interrupt disable process is not performed based on an interrupt disable instruction, the interrupt process will not be executed.
[0301] The main control unit 41 subtracts 1 from the value of the A register as part of the specific decrement process (ST4). At this time, if the value of all bits in the A register is "0", the subtraction process will cause all bits in the A register to represent "F". In other words, a carry occurs, and as a result of the carry, the value of the carry flag C in the flag register (F register) becomes "1". If no carry occurs, the value of the carry flag C in the flag register is "0".
[0302] The main control unit 41 performs a determination process to determine whether the value of the carry flag in the flag register is "1" (ST5). If the determination process results in a value of "0" stored in the carry flag, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). If the determination process results in a value of "1" stored in the carry flag, the main control unit 41 performs an update process to correct the setting value stored in the A register to 0 (ST7). After performing the update process, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6).
[0303] The main control unit 41 determines whether the number of processing steps after subtraction is 0 or not (ST9). If the number of processing steps after subtraction is not 0 in step ST9, that is, if the update of all 1-byte timers has not been completed, the address indicated by the HL register is incremented by 1 (ST10), and the process returns to step ST4. In other words, the pointer is incremented, and the referenced address is advanced. As a result, the pointer moves to the address of an unprocessed 1-byte timer, and if the value of the 1-byte at the specified address is not 0, it is subtracted.
[0304] Thus, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a carry-over has occurred. Furthermore, when the main control unit 41 executes the specific decrement process, it disables interrupt processing even if the interrupt disable process based on the interrupt disable instruction has not been executed. In other words, the main control unit 41 automatically disables interrupt processing based on the execution of the specific decrement process. This automatically prevents the 1-byte timer count value (measurement result) from being updated to an unintended value due to the execution of interrupt processing.
[0305] Furthermore, as described above, in this embodiment, multiple 1-byte timers are provided, and in order to simplify processing, counting (subtraction processing) is performed on all of the multiple 1-byte timers. The main control unit 41 does not necessarily use all of the multiple 1-byte counters at all times. For example, it is conceivable that the main control unit 41 may want to use only 1-byte counter A out of 1-byte counter A, 1-byte counter B, and 1-byte counter C. In this case, if the time counter update processing is performed, the subtraction processing will also be performed on 1-byte counters B and C.
[0306] However, as in this embodiment, since the subtraction process is provided as a specific decrement process, even if the subtraction process is performed on 1-byte counters B and C and the result is "0", no carry-over occurs. This makes it possible to perform subtraction on multiple 1-byte timers during the time counter update process while preventing the count values of the 1-byte timers from becoming abnormal.
[0307] [Specific increment processing in the ceiling game count processing] The following describes an example in which a specific increment process is used in the ceiling game count processing. As described above, in the slot machine 1 of this embodiment, an upper limit on the number of games is set during the normal advantageous period. When the predetermined upper limit on the number of games is reached during the normal advantageous period, the machine is forcibly transitioned to the AT state regardless of the point reached. The ceiling game count value used to determine whether or not the ceiling has been reached is stored in the RAM 41c. The main control unit 41 adds to the ceiling game count value using a specific increment process each time a game is executed during the normal advantageous period. The main control unit 41 determines whether or not to transition to the AT state based on whether or not the ceiling game count value has reached the ceiling. In other words, the ceiling game count value is a value for selecting data, and will be referred to as the data selection value below.
[0308] This section will explain in more detail an example of how a specific increment process is used in the ceiling game count process. The ceiling game count process is executed within the game machine information calculation process (S18) in the main process shown in Figure 30. Figure 46 is a flowchart showing the control contents of the game machine information calculation process executed by the main control unit 41. As shown in Figure 46, in the game machine information calculation process, first, the values of all registers are saved to the stack (SF1). Then, after executing the ceiling game count process (SF2), the values of the registers saved in SF1 are restored (SF3), and the game machine information calculation process is terminated and the process returns to the main process.
[0309] Figure 47 is a flowchart showing the control details of the ceiling game count processing executed by the main control unit 41. In the ceiling game count processing, first, the address of RAM 41c where the ceiling game count value is stored is stored in the HL register (SI1). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the ceiling game count value is stored.
[0310] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the A register stores the ceiling game count value. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing includes addition processing, judgment processing, and regression processing. During the period in which the specific increment processing is being executed, interrupt processing is not executed even if interrupt disabling processing is not performed based on an interrupt disabling instruction.
[0311] The main control unit 41 adds 1 to the value of the A register as part of the addition process in the specific increment process (SI3). That is, it adds the number of games played in the normal advantageous section to the ceiling game count value. After that, the main control unit 41 performs a determination process to determine whether the ceiling game count value stored in the A register is the same as a specific value (SI4). The specific value in the ceiling game count process is the upper limit number of games in the normal advantageous section, for example, 700 games. That is, the main control unit 41 determines whether the ceiling game count value has reached 700.
[0312] In a more specific determination process, the value of the A register after addition is subtracted by a specific value of 700, and it is determined whether the result of the subtraction is 0 or not, thereby determining whether the ceiling game count value and the specific value are the same. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C in the flag register to "1".
[0313] If the result of the judgment process is 0, the main control unit 41 executes a regression process to correct the setting value stored in the A register to 0 (SI5). The regression process is executed when the ceiling game count value reaches the upper limit of games. Therefore, the main control unit 41 transitions to the AT state. When the AT state ends and the game transitions back to the normal advantageous section, the main control unit 41 starts adding the ceiling game count value again. At this point, the ceiling game count value has already been corrected to "0" in the regression process of the ceiling game count process.
[0314] Thus, in the slot machine 1 of this embodiment, the value of the A register will not exceed a specific value because a specific increment process is executed. This prevents the count of the ceiling game count from starting from an abnormal value. Furthermore, when the main control unit 41 executes the specific increment process, it prohibits interrupt processing even if an interrupt prohibition process based on an interrupt prohibition instruction has not been executed. In other words, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific increment process. This automatically prevents the ceiling game count value from being updated to an unintended value due to the execution of an interrupt process.
[0315] [Specific increment processing in the betting amount setting process] The following describes an example in which a specific increment process is used in the bet setting process. As described above, in the slot machine 1 of this embodiment, if the 1BET switch 65 is pressed while the maximum bet (3 coins) is set, the bet of 2 coins is canceled. In other words, 1 coin is set as the bet. The bet is stored in RAM 41c.
[0316] Figure 48 illustrates how the lighting pattern of the BETLEDs changes each time the 1BET switch 65 is pressed. As shown in Figure 48(a), when no tokens are bet, none of the 1BETLED14, 2BETLED15, or 3BETLED16 are lit. When the 1BET switch 65 is pressed, one token is bet. That is, as shown in Figure 48(b), the 1BETLED14 lights up. When the 1BET switch 65 is pressed again, two tokens are bet. That is, as shown in Figure 48(c), the 1BETLED14 and 2BETLED15 lights up.
[0317] When the 1BET switch 65 is pressed again, three tokens are placed on the bet. That is, as shown in Figure 48(d), the 1BETLED14, 2BETLED15, and 3BETLED16 light up. When the 1BET switch 65 is pressed again, two tokens are canceled from the three-token bet. That is, as shown in Figure 48(d), the 1BETLED14 lights up.
[0318] Each time the 1BET switch 65 is pressed, the main control unit 41 adds to the number of bets stored in the RAM 41c using a specific increment process. The main control unit 41 determines whether or not to perform a bet cancellation process depending on the number of bets stored in the RAM 41c. In other words, the number of bets stored in the RAM 41c is a numerical value used to determine whether or not to perform a bet cancellation process, and will be referred to as the processing determination value below.
[0319] The following section provides a more detailed explanation of an example where a specific increment process is used in the betting amount setting process. The betting amount setting process is performed by the main control unit 41. Figure 49 is a flowchart showing the control details of the betting amount setting process performed by the main control unit 41. The main control unit 41 first determines whether or not the 1BET switch 65 has been pressed (SR1). If the 1BET switch 65 has not been pressed, the main control unit 41 returns to SR1. The main control unit 41 stores the address of RAM 41c where the betting amount is stored in the HL register (SR2). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the betting amount is stored.
[0320] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SR3). That is, the A register stores the number of bets. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing includes addition processing, judgment processing, and regression processing. During the period in which the specific increment processing is being executed, interrupt processing is not executed even if interrupt disabling processing is not performed based on an interrupt disabling instruction.
[0321] The main control unit 41 adds 1 to the value of the A register as part of the addition process in the specific increment process (SR4). That is, it adds to the bet amount. After that, the main control unit 41 performs a determination process to determine whether the bet amount stored in the A register is the same as a specific value (SR5). The specific value in the bet amount setting process is 4, since the maximum bet amount is 3 coins. That is, the main control unit 41 determines whether the 1BET switch 65 was pressed while the maximum bet amount of 3 coins was set.
[0322] In a more specific determination process, the value of the A register after addition is subtracted by a specific value, 4, and it is determined whether the result of the subtraction is 0 or not to determine whether the bet amount and the specific value are the same. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C in the flag register to "1".
[0323] If the result of the judgment process is 0, the main control unit 41 executes a regression process to correct the number of bets stored in the A register to 1 (SR6). Here, the regression process corresponds to the bet cancellation process. Therefore, the main control unit 41 controls the system to a state where one medal has been bet.
[0324] Thus, in the slot machine 1 of this embodiment, the value of the A register will not exceed a specific value because a specific increment process is executed. This prevents the number of bets from becoming an abnormal value. Furthermore, when the main control unit 41 executes the specific increment process, it prohibits interrupt processing even if an interrupt prohibition process based on an interrupt prohibition instruction has not been executed. In other words, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific increment process. This automatically prevents the number of bets from being updated to an unintended value due to the execution of an interrupt.
[0325] [Point Map] Referring to Figure 50, an example of a point map used in a normal advantageous period will be described. Figure 50 is a diagram illustrating an example of a point map. As shown in Figure 50(a), the display area of the liquid crystal display 51 includes a performance area 510 on which game-related performance images such as background images are displayed, and a map area 520 on which the point map is displayed. The performance area 510 is located near the center of the screen of the liquid crystal display 51 and occupies most of the display area. The map area 520 is located at the top of the screen of the liquid crystal display 51 (in this embodiment, at the bottom and right edge of the screen) and is a smaller display area than the performance area 510.
[0326] In the point map of map area 520, an update image 520a that displays the updated value of points accumulated based on gameplay, arrival icon images 520c, 520d, and 520e that decorate the target arrival points of the accumulated points, a final icon image 520f that decorates the final point, and a movement image 520b consisting of a character (hereinafter also referred to as "moving character") that moves toward the arrival points in accordance with the accumulated points are displayed together. In this embodiment, multiple arrival points such as 100p, 300p, and 600p are set, and 1000p is set as the final point. Note that the arrival points are not displayed in the update image 520a, so the player will pay attention not only to the updated value in the update image 520a, but also to the arrival points decorated by the arrival icon images.
[0327] In the normal advantageous section, when points are awarded through a point acquisition lottery, the update value is updated by the amount of points awarded, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is performed by the main control unit 41 based on a table which will be explained later. Furthermore, the moving character moves to a position corresponding to the update value, approaching the target destination point. While the moving character is moving, the number of the destination point and the destination icon are always displayed, so the player can easily recognize the number of points needed to reach the destination point based on the distance between the moving character and the moving character's target position. When the moving character reaches the destination point, an AT lottery is held, and based on the lottery, the player may transition to the first state (AT win).
[0328] As shown in Figure 50(b), if the current update value is 50p, the moving character is stopped at position 50p on map 520m. As shown in Figure 50(c), when 10p is added thereafter, the update value is updated to 60p, and the moving character moves to position 60p on map 520m. As shown in Figure 50(d), when another 50p is added thereafter, the update value is updated to 110p, and the moving character moves to position 110p on map 520m. In this case, since the moving character has reached position 100p, an AT lottery is held.
[0329] [Point update animation] Figure 51 is a diagram illustrating an example of a point update animation. A point update animation is an animation that shows the player the number of points awarded through a point acquisition lottery. As shown in Figure 51, a character image PI indicating the number of points awarded is displayed near the center of the LCD display 51. Such a point update animation is executed when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was held. In other words, the sub-control unit 91 executes an update animation that suggests the value of the point counter has been updated when the game following the game in which the point acquisition lottery was held starts.
[0330] Figure 52 shows an example of the point acquisition lottery process. In Figure 52, the point acquisition lottery process executed by the main control unit 41 is explained using a flowchart. The point acquisition lottery process is executed during the normal advantageous section shown in Figure 4. Within the payout control process at the end of the game (S22) shown in Figure 14, the main control unit 41 may execute the point acquisition lottery process. The main control unit 41 determines whether or not the stop switch 8L (left stop switch) was operated as the first stop operation within the reel stop process (S15) (step Sp1). That is, it determines whether or not it was a normal operation in which the stop switch 8L is pressed. If the operation was performed in an irregular procedure (NO in step Sp1), the main control unit 41 sets a penalty (step Sp2). A penalty setting in the normal advantageous section is a process that changes the probability of winning in the bonus lottery process in the next game. For example, the main control unit 41 sets the probability of winning points in the point acquisition lottery process executed in the next game to be lower than the probability of winning points when no penalty is set. This reduces the probability of points being awarded in the next game, resulting in a control that is disadvantageous to the player. Thus, while penalty settings may include controls that are disadvantageous to the player, no settings are required. In other words, the penalty for that game is that the point acquisition lottery process shown in step Sp3 is not executed at all.
[0331] If the stop switch 8L (left stop switch) was operated as the first stop operation (YES in step Sp1), the main control unit 41 executes the point acquisition lottery process shown in the table in Figure 53 (step Sp3). Figure 53 is a diagram showing the table for the reward lottery process. As shown in Figure 53(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. Figure 53(a) shows the proportions in which 0 points, 1 point, 10 points, 50 points, and 100 points are awarded for each flag category. As shown in Figure 53(a), if flag category FC4 is selected, the expected value of points acquired through the point acquisition lottery is calculated as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), resulting in approximately 25 points. Furthermore, if flag category FC6 is selected, the expected value of points earned through the point acquisition lottery can be calculated as 50 points × (51 / 256) + 100 points × (205 / 256), resulting in approximately 90 points.
[0332] Furthermore, as shown in Figure 53(b), the main control unit 41 executes the AT lottery process based on the points reached. Figure 53(b) shows the proportion of AT wins awarded for each point reached. The proportion of AT wins upon reaching the ceiling game is also described.
[0333] If the operation is performed using an irregular procedure (NO in step Sp1), the main control unit 41 terminates the payout control process at the end of the game as shown in Figure 14 without executing the point acquisition lottery process. In other words, the main control unit 41 does not update the value of the point counter when the operation is performed using an irregular procedure.
[0334] For example, if the flag category of the winning combination in the internal lottery process in step S2 of the main process shown in Figure 14 is FC0, there is a 125 / 256 probability that no points will be awarded, a 76 / 256 probability that 1 point will be awarded, a 51 / 256 probability that 10 points will be awarded, and a 3 / 256 probability that 50 points will be awarded. Also, if the flag category of the winning combination in the internal lottery process in step Sp1 is FC7, there is a 51 / 256 probability that 50 points will be awarded, a 204 / 256 probability that 100 points will be awarded, but the number of points awarded will never be determined to be 0. Returning to Figure 52, the main control unit 41 determines whether or not points have been awarded in the point acquisition lottery process in step Sp4 (step Sp4). If the main control unit 41 determines that points have been awarded (YES in step Sp4), it executes the point awarding process (step Sp5). The point awarding process involves the main control unit 41 updating the points stored in RAM 41c and storing the number of points earned in the "Points" command of the game termination command sent to the sub-control unit 91 at the third stop.
[0335] The main control unit 41 terminates this process after executing the point awarding process (step Sp5). Furthermore, if no points are acquired (NO in step Sp4), the main control unit 41 terminates this process without executing the point awarding process.
[0336] Thus, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. In other words, the failure to execute the point acquisition lottery process when an irregular operation is performed constitutes a penalty for the player. As a result, when the stop switch is operated in a normal manner, the point value for controlling to the first state is updated, while when it is operated in an irregular procedure, a penalty is imposed by not updating the point value, thus encouraging the player to operate in a normal manner. Furthermore, regardless of the result of the internal lottery process, a penalty is imposed when an irregular procedure is performed, thus encouraging the player to operate in a normal manner.
[0337] Figure 54 shows an example of a point update animation being performed based on normal operation. In Figure 54, the relationship between (a) the player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 is shown at timings t1 to t7. As shown in Figure 54, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 performs an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as the first stop operation. That is, normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8L was operated as the first stop operation. At timing t3, the stop switch 8L is operated as the second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation was performed after the normal operation, the main control unit 41 executes the point acquisition lottery process. In the example in Figure 54, the points acquired in the point acquisition lottery process are 1 point or more. After executing the point acquisition lottery process, the main control unit 41 executes the point granting process at timing t5.
[0338] At timing t5, the point awarding process is performed, and the main control unit 41 sends a game end command to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, the command "points" that can specify the number of points acquired (hereinafter sometimes simply referred to as acquired points) is sent to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 does not perform the point update animation shown in Figure 51, such as displaying the acquired points on the LCD display 51, but remains on standby. After the prize winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a prize as the number of medals to transition to ED and the number of medals in the advantageous section.
[0339] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded by winning as data to be displayed on the payout ratio monitor (not shown). The payout ratio monitor usually displays numerical values that indicate the performance of the slot machine (hereinafter also referred to as "payout ratio information"). Numerical values that indicate the performance of the slot machine include, for example, the payout ratio of prizes including instructions to the total cumulative payout, the payout ratio of consecutive prizes over the past 6000 games, the payout ratio of prizes over the past 6000 games, the payout ratio of consecutive prizes to the total cumulative payout, the payout ratio of prizes to the total cumulative payout, and the payout status ratio of prizes, etc. to the total cumulative payout. In order to display the payout ratio information on the payout ratio monitor, the main control unit 41 stores the number of medals awarded by winning in RAM 41c. Therefore, the main control unit 41 adds the number of medals awarded by the winning determination process at timing t5 to the data stored as payout ratio information in RAM 41c. In other words, the main control unit 41 updates the payout ratio information. This ends the game that started at timing t1.
[0340] At timing t7, the start switch 7 is pressed again. That is, a new game begins. At this point, the sub-control unit 91 executes a point update animation for the points received at timing t5. In other words, the sub-control unit 91 indicates through the point update animation that the value of the point counter was updated in the game prior to the game in which the point update animation is executed.
[0341] Figure 55 shows an example where the point update animation is not executed based on an irregular operation. In the example in Figure 35, the difference from Figure 54 is that at timing t2, the stop switch 8L is not operated as the first stop operation. That is, Figure 55 shows an example where an irregular operation was performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is either stop switch 8R or stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that stop switch 8R or stop switch 8C was operated as the first stop operation. Based on receiving that stop switch 8R or stop switch 8C was operated as the first stop operation, the sub-control unit 91 executes a cancellation animation. A cancellation animation is an animation that indicates that the point acquisition lottery process was not executed because an irregular operation, which is not a normal operation, was performed, and is an animation that cancels the animation that displays an image suggesting a winning role. In the slot machine 1 of this embodiment, the animation that causes the display of the liquid crystal display 51 to dim, executed by the sub-control unit 91, corresponds to a cancellation animation. The cancellation effect may not only involve a blackout, but also include displaying text images such as "Please press the left stop switch." Alternatively, it may be an effect that terminates the ongoing point indication effect and returns to the normal image as it was before the point indication effect was executed.
[0342] Furthermore, due to the irregular operation, the main control unit 41 does not execute the point acquisition lottery process at timing t4, nor does it execute the point granting process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points and does not execute the point update animation at timing t7, which is the start of the next game. On the other hand, even when an irregular operation is performed, the main control unit 41 updates the number of ED transitions, the number of advantageous section coins, and the role ratio information at timing t5.
[0343] As explained with reference to Figures 53 and 54, in the slot machine 1 of this embodiment, the point update animation is executed when the start switch 7 for the next game is operated, only when normal operation is performed in a predetermined game and points are acquired. This allows the player to be informed that the point counter was updated in the previous game by the point update animation at the start of the next game. Furthermore, if an irregular operation is performed in the previous game, the point counter will not be updated, and the point update animation will not be executed in the next game either. Thus, consistency can be maintained between whether the point counter is updated and whether the point update animation is executed.
[0344] Furthermore, as shown in Figure 55, even in the case of irregular operation, the main control unit 41 performs a process to update the role ratio information and the limiter at timing t6 after the prize determination process. In other words, the main control unit 41 counts the medals when medals are awarded based on a prize being won, regardless of whether it is operated in a normal or irregular operation.
[0345] As a result, the cumulative number of medals is counted not only during normal operation but also during irregular operation, preventing the distinction between advantageous and disadvantageous outcomes based on the procedure of stop switches 8L, 8C, and 8R, and preventing excessive advantages from arising due to irregular operation. Furthermore, since the cumulative number of medals is counted and the cumulative result is displayed not only during normal operation but also during irregular operation, the payout history of the number of medals in slot machine 1 can be appropriately displayed externally as payout ratio information. [Point-suggesting effect] Figure 56 illustrates an example of a point-suggestion animation that occurs when a strong cherry symbol is won. A point-suggestion animation is an animation that occurs when a specific symbol is won, and it suggests the winning symbol to the player, allowing them to predict the points that will be awarded. Point-suggestion animations are performed during the normal advantageous period.
[0346] As shown in Figure 56(a), when the start operation is performed, a point suggestion animation is executed on the liquid crystal display 51, which displays an image of a cherry and an image of a "?". The player is prompted to perform an operation to win a cherry because the image of a cherry is displayed. Furthermore, the player expects that if a cherry is won, 50 points or more will be awarded because the flag category for a strong cherry is FC6, as shown in Figure 53. In other words, the point suggestion animation is an animation that suggests that a large number of points have been awarded, and it is an animation that is executed based on the operation of the start switch 7.
[0347] Figure 56 illustrates the cases where normal operation and irregular operation are performed after a point indication effect is displayed. Figures 56(b1), (c1), and (d1) illustrate the case where normal operation is performed. Figures 56(b2), (c2), (d2), (b3), (c3), and (d3) illustrate the case where irregular operation is performed. In Figure 56(b1), the stop switch 8L is operated as the first stop operation. That is, in Figure 56(b1), normal operation is performed. At this time, the cherry and the image showing "?" displayed as a point indication effect remain displayed. Subsequently, in Figure 56(c1), the stop switch 8C is operated as the second stop operation. The cherry and the image showing "?" displayed as a point indication effect remain displayed. Finally, in Figure 56(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry is awarded on the reel, and an image indicating that a strong cherry has been awarded is displayed on the LCD display 51. When the start switch 7 for the next game is operated, the points awarded as a result of winning the strong cherry symbol will be displayed as a point update animation.
[0348] In Figures 56(b2) and (b3), the stop switch 8L is not operated as the first stop operation, resulting in an irregular operation. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation was either stop switch 8R or stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that stop switch 8R or stop switch 8C was operated as the first stop operation. Based on receiving that stop switch 8R or stop switch 8C was operated as the first stop operation, the sub-control unit 91 performs a cancellation effect that dims the liquid crystal display 51, as shown in Figures 56(b2) and (b3). In addition, the image showing a cherry and the image showing "?" that were displayed as point suggestion effects disappear. In other words, the sub-control unit 91 terminates the execution of the point suggestion effects when an irregular operation occurs. In both the subsequent cases of Figure 56(c2) and (c3) when the second stop operation is performed, and Figure 56(d2) and (d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state it was in when the cancellation animation was executed.
[0349] As a result, even if a point indication animation is performed at the start of a game in which a strong cherry is won, suggesting that the point counter will be updated with 50 points or more, but the point counter value is not updated due to subsequent irregular operation, the point indication animation will end. This prevents players who have performed irregular operation from mistakenly believing that the point counter will be updated with a large value. Note that the point indication animation may not only be an image showing a cherry or an image showing "?", but also a text image that directly suggests the acquisition of points, such as "Points acquired?". In other words, the point indication animation only needs to suggest to the player the possibility of being awarded points.
[0350] Figure 57 illustrates an example of a point indication animation when a watermelon is won. The point indication animation is also performed when a role other than the strong cherry is won in the internal lottery. Figure 57 shows an example when the watermelon role is won in the internal lottery.
[0351] As shown in Figure 57(a), when the start operation is performed, a point suggestion animation is executed on the liquid crystal display 51, displaying an image of a watermelon and an image of a "?". The player is prompted to perform an operation to win a watermelon because the image of a watermelon is displayed. Furthermore, the player expects that if a watermelon is won, 10 points or more will be awarded, as shown in Figure 53, because the flag category for watermelon is FC4. Figures 57(b1) to (d1) show the point suggestion animation when normal operation is performed. Figures 57(b2) to (d2) and (b3) to (d3) show examples of the cancellation animation that is executed when an irregular operation is performed. The manner of the animation is the same as in Figure 57, so it will not be repeated.
[0352] Thus, in the slot machine 1 of this embodiment, regardless of the winning combination in the internal lottery, if irregular control is performed, the point acquisition lottery process is not performed and a cancellation animation is executed, thereby prompting the player to perform normal operation.
[0353] [Bonus lottery during AT] Figure 58 shows the table for the life acquisition lottery in the first state of the advantageous section and the special zone. The life acquisition lottery is a draw to determine whether or not a life will be granted. In the slot machine 1 of this embodiment, if a life is granted as a result of the life acquisition lottery, the life quantity lottery shown in Figure 59 is executed.
[0354] The life acquisition lottery is conducted based on different ratios for the first section of the AT first state, the second section within the AT first state, and the special zone. Figure 58(a) shows the life acquisition lottery in the first section of the AT first state. The life acquisition lottery is performed when a role with flag categories FC4, 5, 6, or 7 is won. Also, as shown in Figure 58(a), the life acquisition lottery has different life granting probabilities depending on the setting value. For example, if a role with flag categories FC4 or 5 is won, and setting value 1 is set, there is a 45% chance of life being granted (life granted) and a 55% chance of no life being granted (no life granted). Figure 58(a) also shows the life granting probabilities for other setting values and flag categories.
[0355] Furthermore, Figure 58(b) shows the life acquisition lottery in the second section of the AT first state, and Figure 58(c) shows the life acquisition lottery in the special zone. As shown in Figures 58(a) to (c), regardless of whether it is the first section, second section, or special zone of the AT first state, or regardless of which flag category is won, if setting value L is set, the probability of life being granted is 0%. In other words, when the normal setting value is set, life is granted, but when setting value L is set, life is not granted. As a result, since life is not uniformly granted when setting value L is set, it becomes easier to design the life granting in the advantageous state. Note that the probability of life being granted when setting value L is set is not limited to 0%, but may be uniformly set to 5%, for example. (Life count lottery, special zone lottery, and one-hit victory lottery) Figure 59 shows the tables for the life count lottery, special zone lottery, and one-hit victory lottery in the first and second states of the advantageous section. While acquiring lives may result in them being consumed in the second state, potentially preventing a transition from the second state to the first state, a one-hit victory guarantees a transition from the second state to the first state. Therefore, winning a one-hit victory is a more advantageous control for the player than acquiring lives. Hereafter, the first state will be referred to as "AT first state," and the second state as "AT second state." The life acquisition lottery and the one-hit victory lottery will be collectively referred to as "bonus lottery during AT."
[0356] Life can be granted based on a life acquisition lottery performed by the main control unit 41 during the AT first state. Figure 59(a) shows the life number lottery table referenced in the life acquisition lottery in the first section during the AT first state. The life number lottery table in Figure 59(a) is the table referenced when it is determined that life will be granted (life available) in the life acquisition lottery table in the first section during the AT first state shown in Figure 58(a). As shown in Figure 59(a), in the life acquisition lottery in the first section, the expected value of life granted per game differs depending on whether a role with flag category FC4 or FC5 is won, whether a role with flag category FC6 is won, or whether a role with flag category FC7 is won. Unlike the life acquisition lottery, the life number lottery is conducted at the same rate for all setting values. That is, after life is granted in the life acquisition lottery, a common control is performed regardless of the setting value. The common control is the life number lottery. This makes it easier to design the process for determining the number of lives.
[0357] Specifically, when a winning combination is in the FC4 or FC5 flag category, there is a 50% chance of receiving one life and a 50% chance of receiving two lives. When a winning combination is in the FC6 flag category, there is a 100% chance of receiving two lives. Furthermore, when a winning combination is in the FC7 flag category, there is a 60% chance of receiving one life and a 40% chance of receiving two lives.
[0358] Furthermore, in the first section of the AT first state, if life is granted as a result of winning a role with flag category FC6, a reverse push navigation will be executed in the game in which the role with flag category FC6 was won. Therefore, by operating stop switches 8L, 8C, and 8R according to the reverse push navigation, the player will win a BAR Replay. In other words, in the first section of the AT first state, the player is informed that life will be granted by winning a BAR Replay.
[0359] Figure 59(b) shows the life count lottery table referenced in the life acquisition lottery during the second section of the AT first state. The life count lottery table in Figure 59(b) is the table referenced when the granting of a life (having a life) is determined in the life acquisition lottery table during the second section of the AT first state shown in Figure 58(b). As shown in Figure 59(b), when a role with flag category FC4 or FC5 is won, there is a 90% chance of being granted one life and a 10% chance of being granted two lives. Also, when a role with flag category FC6 is won, there is a 60% chance of being granted one life and a 40% chance of being granted two lives. Furthermore, when a role with flag category FC7 is won, there is a 75% chance of being granted one life and a 25% chance of being granted two lives.
[0360] Furthermore, the first section is a section where navigation is performed less frequently than the second section. In other words, the probability of providing navigation information in the second section is higher than the probability of providing navigation information in the first section.
[0361] (Life-focused zone) The Life Special Zone is a state that can be transitioned to from the AT 1st state based on the Special Zone lottery. Figure 59(c) shows the Special Zone lottery table referenced in the Special Zone lottery during the AT 1st state. As shown in Figure 59(c), in the Special Zone lottery during the AT 1st state, the probability of entering the Special Zone differs depending on whether a role with flag category FC4 or FC5 is won, whether a role with flag category FC6 is won, or whether a role with flag category FC7 is won.
[0362] Specifically, when a winning combination in the flag category FC4 or FC5 is achieved, there is a 10% chance of entering the special zone. When a winning combination in the flag category FC6 is achieved, there is a 50% chance of entering the special zone. Furthermore, when a winning combination in the flag category FC7 is achieved, there is a 30% chance of entering the special zone.
[0363] Figure 59(d) shows the life count lottery table referenced in the life acquisition lottery in the special zone. The life count lottery table in Figure 59(d) is the table referenced when the granting of lives (having lives) is determined in the life acquisition lottery table in the special zone shown in Figure 59(c). As shown in Figure 59(d), when a role with flag category FC4 or FC5 is won, there is a 50% chance of being granted one life and a 35% chance of being granted two lives. Also, when a role with flag category FC6 is won, there is a 100% chance of being granted two lives. Furthermore, when a role with flag category FC7 is won, there is a 35% chance of being granted one life and a 50% chance of being granted two lives. (One-hit victory lottery) One-hit victories in battle can be awarded based on a one-hit victory lottery performed by the main control unit 41 during the AT second state. Figure 59(e) shows the one-hit victory lottery table referenced in the one-hit victory lottery during the AT second state. As shown in Figure 59(e), in the one-hit victory lottery during the AT second state, the probability of a one-hit victory differs depending on whether a role with flag category FC4 or FC5 is won, whether a role with flag category FC6 is won, or whether a role with flag category FC7 is won.
[0364] Specifically, when a winning combination in the flag category FC4 or FC5 is achieved, there is a 50% chance of an instant win. When a winning combination in the flag category FC6 is achieved, there is a 100% chance of an instant win. Furthermore, when a winning combination in the flag category FC7 is achieved, there is a 50% chance of an instant win.
[0365] Thus, during the AT second state, among the lottery conditions, winning a role with flag category FC6 has a higher probability of resulting in a one-shot victory than winning a rare role with flag category FC4 or FC5, or a role with flag category FC7. Furthermore, during the AT second state, if a one-shot victory is granted as a result of winning a role with flag category FC6, a reverse-press navigation will be executed in the game in which the role with flag category FC6 was won. Also, the first state is a section in which navigation is performed less frequently than in the second state. In other words, the probability of navigation being announced in the second state is higher than the probability of navigation being announced in the first state.
[0366] Figure 60 shows an example of the bonus lottery process during AT. In Figure 60, the bonus lottery during AT executed by the main control unit 41 is explained using a flowchart. The bonus lottery acquisition process during AT can be executed within the game end payout control process (S22) in the first state, second state, and ending state shown in Figure 4. After the third stop operation is performed within the game end payout control process (S22) shown in Figure 14, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 terminates the process. That is, if it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-shot victory lottery process described later.
[0367] If the game is not in the ending state (NO in step Sb1), the main control unit 41 determines whether or not it is a game in which navigation is displayed (step Sb2). The main control unit 41 determines whether or not it is a game in which navigation is displayed based on the role number of the winning role in the internal lottery process (S2) shown in Figure 14. A game in which navigation is displayed is a game in which the sub-control unit 91 executes the navigation animation. If it is a game in which navigation is displayed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. If it is not a game in which navigation is displayed (NO in step Sb2), the main control unit 41 determines whether or not the stop switch 8L (left stop switch) was operated as the first stop operation (step Sb3). That is, in step Sb4, the main control unit 41 determines whether or not a normal operation was performed or an irregular operation was performed. If the stop switch 8L was not operated as the first stop operation (NO in step Sb3), a penalty is set (Sb4) and the process ends. Penalty settings in AT state refer to processes that change the probability of winning a life or a one-hit win in the next game. For example, the main control unit 41 sets the probability of winning a life or a one-hit win in the life acquisition lottery and one-hit win lottery executed in the next game to be lower than the probability of winning if no penalty setting is applied. This reduces the probability of being awarded a life or a one-hit win in the next game only, resulting in unfavorable control for the player. Thus, penalty settings may result in unfavorable control for the player, but no settings are required. This is because the failure to execute the life acquisition lottery shown in step Sp6 and the one-hit win acquisition lottery shown in step Sp9 constitutes a penalty in that game. Also, because an irregular operation has occurred, the sub-control unit 91 executes a cancellation animation. The cancellation animation is the same as the cancellation animation described above in the point acquisition lottery process, and is an animation that darkens the screen. The cancellation animation here does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but rather that the life acquisition lottery process or the one-hit victory lottery process was not executed.The cancellation effect may not only involve a blackout, but also include an effect that displays text or images such as "Please press the left stop switch." In other words, when an irregular operation occurs during AT, the main control unit 41 will not execute the life acquisition lottery process or the one-hit victory lottery process as a penalty to the player.
[0368] If the main control unit 41 determines that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), it determines whether the game state is in the first state (step Sb5). If the game state is in the first state (YES in step Sb5), the main control unit 41 executes the life lottery process (step Sb6). The life lottery process includes a life acquisition lottery and a life quantity lottery. The life quantity lottery is executed when it is determined in the life acquisition lottery that a life will be awarded. That is, the main control unit 41 determines whether or not to award a life according to the table shown in Figure 58 and the results of the internal lottery process. After the life lottery process, the main control unit 41 determines in step Sb10 whether or not a life has been acquired (step Sb7). If no life has been acquired (NO in step Sb7), the main control unit 41 terminates the process.
[0369] If a life is acquired (YES in step Sb7), the main control unit 41 executes the life granting process (step Sb8). The life granting process is the process in which the main control unit 41 updates the number of lives stored in RAM 41c and stores the acquired number of lives in the game end command sent to the sub-control unit 91 at the third stop. After executing the life granting process, the main control unit 41 terminates its operations.
[0370] Next, we return to step Sb5 and explain the case when the game is not in the first state. If the game is not in the first state (NO in step Sb5), the main control unit 41 executes the one-hit win lottery process (step Sb9). At this time, since the game state was determined not to be the ending state in step Sb1 and not to be the first state in step Sb5, the main control unit 41 determines that the game state is the second state. Since normal operation is performed during the second state, the main control unit 41 executes the one-hit win lottery.
[0371] In other words, the main control unit 41 performs a lottery for a one-hit win based on the table shown in Figure 59(e) and the results of the internal lottery process. After the one-hit win lottery process, the main control unit 41 determines whether or not a one-hit win has been won (step Sb10). If the main control unit 41 determines that a one-hit win has not been won (NO in step Sb10), it terminates the process. If the main control unit 41 determines that a one-hit win has been won (YES in step Sb10), it executes the one-hit win granting process (step Sb11). The one-hit win granting process is a process in which the main control unit 41 executes a process corresponding to the fact that a one-hit win has been won, and stores the fact that a one-hit win has been won in the game end command that is sent to the sub-control unit 91 at the third stop.
[0372] Thus, in the first or second state where no navigation display is shown, the main control unit 41 controls the machine to execute a life acquisition lottery process or a one-hit win granting process when the machine is operated normally, while it controls the machine not to execute the life acquisition lottery process or the one-hit win granting process when the machine is operated irregularly. The control that does not execute the life acquisition lottery process or the one-hit win granting process is disadvantageous to the player. In other words, the slot machine 1 can impose a penalty on the player when the machine is operated irregularly. This allows the slot machine 1 to encourage the player to operate the machine normally.
[0373] On the other hand, the main control unit 41 performs the same control during the ending state of the game, regardless of whether normal or irregular operations are performed. This prevents a decrease in the enjoyment of the game during the ending state, which is the last state executed during AT, by not imposing a penalty even if irregular operations are performed during the ending state.
[0374] [Life Grant Suggestion Animation] Figure 61 illustrates an example of a life grant indication animation when a watermelon is won. A life grant indication animation is an animation that is performed when a specific role is won, and it is an animation that suggests to the player that a life may be granted by suggesting the winning role. The life grant indication animation is performed in the first state. Since the first state is during AT, the LCD display 51 displays a remaining game image 51a showing the remaining number of games and a life image 51b showing the number of lives.
[0375] As shown in Figure 61(a), when the start switch 7 is operated, an image of a treasure chest is displayed on the liquid crystal display 51. The image of the treasure chest, if it depicts a watermelon, suggests that the watermelon role has been won. Alternatively, the image of the treasure chest, if it is green and does not depict a watermelon, may also suggest that the watermelon role has been won. In other words, the player expects to have won the watermelon role when the image of the treasure chest is displayed. Furthermore, the watermelon role, whose flag category is FC4, is a role for which a life acquisition lottery process is executed. That is, the life granting suggestion effect is an effect that suggests the possibility of life being granted, and is executed based on the operation of the start switch 7.
[0376] Figure 61 illustrates the cases where normal operation is performed and where irregular operation is performed after the life granting indication effect is displayed. Figures 61(b1), (c1), and (d1) illustrate the case where normal operation is performed. Figures 61(b2), (c2), (d2) and (b3), (c3), and (d3) illustrate the case where irregular operation is performed. In Figure 56(b1), the stop switch 8L is operated as the first stop operation. That is, in Figure 56(b1), normal operation is performed. At this time, the image showing the treasure chest displayed as the life granting indication effect remains displayed. Subsequently, in Figure 61(c1), the stop switch 8C is operated as the second stop operation. The image showing the treasure chest displayed as the life granting indication effect remains displayed. Finally, in Figure 61(d1), the stop switch 8R is operated as the third stop operation. As a result, a watermelon is entered on the reel, and the LCD display 51 displays an image indicating that life has been granted as a result of winning the watermelon role. Additionally, upon the granting of life points, the sub-control unit 91 updates the life image 51b.
[0377] In FIGS. 61(b2) and 61(b3), an example is shown where the stop switch 8L is not operated as the first stop operation and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes a suspension effect to dim the liquid crystal display 51 as shown in FIGS. 61(b2) and 61(b3). Also, an image showing the treasure box that was being displayed as a life-giving suggestion effect disappears. That is, when an irregular operation is performed, the sub-control unit 91 ends the execution of the life-giving suggestion effect. In FIGS. 61(c2) and 61(c3) when the second stop operation is performed thereafter, and in FIGS. 61(d2) and 61(d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state when the suspension effect was executed.
[0378] Thus, in the game in which the watermelon role is selected, when an irregular operation is performed, the life acquisition lottery is not executed, and control to extend the AT state by life acquisition is not performed. Thereby, it is possible to prompt the player to perform a normal operation.
[0379] FIG. 62 is a diagram for explaining an example of the life-giving suggestion effect when a strong cherry is selected. As shown in FIG. 62(a), when the start switch 7 is operated, an image showing a treasure box is displayed on the liquid crystal display 51. The image showing the treasure box suggests that the cherry role has been selected by having a cherry drawn on it. The image showing the treasure box may also suggest that the cherry role has been selected by being red without a cherry drawn on it. That is, the player expects that the cherry role has been selected by the display of the image showing the treasure box. Also, the strong cherry role with the flag category FC6 is a role for which the life acquisition lottery process is executed. Since the aspect of the effect is the same as in FIG. 61, it will not be repeated.
[0380] Thus, in the slot machine 1 of this embodiment, regardless of whether the winning combination in the internal lottery is a watermelon or a strong cherry, if irregular control is performed, the life acquisition lottery process is not performed and a cancellation animation is executed, thereby prompting the player to perform normal operations.
[0381] Figure 63 shows the process by which the sub-control unit 91 executes the navigation animation. The following describes the process when the sub-control unit 91 receives a game start command. The sub-control unit 91 receives a game start command from the main control unit 41 (step Sc1). As described above, the command No. 2 "instruction number" included in the game start command may store information related to navigation. That is, the command No. 2 stores information that can identify the button press order in a game in which the start switch 7 is operated. The sub-control unit 91 determines whether or not the command No. 2 "instruction number" contains information that can identify the button press order (step Sc2).
[0382] If the command "Instruction Number" in No. 2 contains information that allows for the identification of the button press order (YES in step Sc2), the sub-control unit 91 executes the navigation animation (step Sc3) and terminates processing. On the other hand, if the command "Instruction Number" in No. 2 does not contain information that allows for the identification of the button press order (NO in step Sc2), the sub-control unit 91 terminates processing without executing the navigation animation. In other words, the sub-control unit 91 uses the command "Instruction Number" in No. 2 to determine whether or not to execute the navigation animation. Here, the sub-control unit 91 does not refer to any commands other than the command "Instruction Number" in No. 2, which is included in the command at the start of the game, when determining whether or not to execute the navigation animation.
[0383] In other words, regardless of the information contained in the commands received from the main control unit 41 at the start of the game, such as the commands containing information about the winning role, such as "Type of small role" and "Winning number," and the commands containing information that can identify the game state, such as "Section state" and "Payout state," the sub-control unit 91 executes the navigation animation if the command No. 2 "Instruction number" contains information about navigation. As a result, regardless of whether or not a winning role has been achieved and what the game state is, if the command No. 2 "Instruction number" contains information about navigation, the sub-control unit 91 executes the navigation animation, thereby appropriately informing the player of the operating procedure.
[0384] In other words, for example, even if the game state is in a favorable section, but the main control unit 41 stores information that it is in a normal section in the command "Section Information" due to an error or the like and sends it to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute the navigation animation based on the command "Instruction Number" in No. 2. Similarly, even if a role accompanied by a navigation display is won, but the main control unit 41 stores information that a role without a navigation display was won in the command "Winning Number" due to an error or the like and sends it to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute the navigation animation based on the command "Instruction Number" in No. 2.
[0385] Figure 64 shows the game start command transmission process in the main control unit. The following describes the process when the main control unit 41 transmits the game start command. After the start switch 7 is operated, the main control unit 41 executes the game start command transmission process as shown in step S9 of the main process. In the slot machine 1 of this embodiment, the main control unit 41 changes the content of the command to be transmitted as the game start command depending on the winning combination. After the game start command transmission process is started, the main control unit 41 determines whether the winning combination number is one of combination numbers 8 to 23 (step Sd1). Combinations 8 to 23 are combinations that award a combination that is more advantageous when the stop operation is performed in a predetermined order of pressing buttons than when the stop operation is performed in a different order of pressing buttons. Hereinafter, combinations 8 to 23 will simply be referred to as "order combinations of pressing buttons".
[0386] If the winning combination is a combination requiring specific button presses (YES in step Sd1), the main control unit 41 sends the commands "Type of small win" and "Winning number" without including them in the game start command (step Sd2). That is, the main control unit 41 does not send command No. 3 "Type of small win" and command No. 11 "Winning number" from the game start command, but sends commands No. 1, 2, 4-10, 12, and 13 to the sub-control unit 91. Hereafter, the order of commands No. 1, 2, 4-10, 12, and 13 from the game start command will be referred to as the special order. That is, if it is a combination requiring specific button presses (YES in step Sd1), the main control unit 41 sends the game start command in the special order (step Sd2) and terminates processing.
[0387] If the winning combination is not a combination that requires pressing buttons in a specific order (NO in step Sd1), the main control unit 41 stores information about the winning combination in the commands "Type of small win" and "Winning number" (step Sd3). The main control unit 41 sends the commands "Type of small win" and "Winning number" along with the game start command (step Sd4). In other words, the main control unit 41 sends commands No. 1 to 13 of the game start command to the sub-control unit 91. Hereinafter, the order of commands No. 1 to 13 of the game start command will be referred to as the "specific order". In other words, if it is not a combination that requires pressing buttons in a specific order (NO in step Sd1), the main control unit 41 sends the game start command in the specific order (step Sd2) and terminates processing.
[0388] Thus, when a button-press sequence win occurs, the main control unit 41 sends the game start command in a special order, excluding the commands "Type of small win" and "Winning number" from the game start command. At this time, the main control unit 41 sends the game start command in a special order regardless of whether or not navigation information is stored in the command "Instruction number". In other words, even when a button-press sequence win occurs in AT mode and no navigation animation is performed, the main control unit 41 sends the game start command in a special order.
[0389] As a result, the main control unit 41 does not send the command "Type of small role" and the command "Winning number," which contain information about the winning role, in games where navigation effects are not performed in AT state. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that a specific role has been won based on the game start command received from the main control unit 41.
[0390] Furthermore, game start commands transmitted in a specific order include the command "Type of small win" and the command "Winning number," while game start commands transmitted in a special order do not include the command "Type of small win" and the command "Winning number." This allows the sub-control unit 91 to recognize whether or not a specific combination of symbols has been won based on whether or not the command "Type of small win" and the command "Winning number" are included.
[0391] Furthermore, in the slot machine 1 of this embodiment, the order in which the commands shown in No. 1 to 13 are transmitted in the game end command is referred to as the "specific order." Hereinafter, in order to distinguish between the specific order in the game start command and the specific order in the game end command, the specific order in the game start command may be referred to as the "first specific order," and the specific order in the game end command may be referred to as the "second specific order."
[0392] As described above, Figure 64 illustrates an example in which the main control unit 41 transmits the game start command in a special order. On the other hand, in the slot machine 1 of this embodiment, the main control unit 41 transmits the game end command including the command "Type of small win". As a result, when the game has already ended, the sub-control unit 91 can determine whether or not a specific combination of symbols has been won based on the "Type of small win" command included in the game end command.
[0393] Furthermore, the main control unit 41 may also transmit comma...
Claims
[Claim 1] It is equipped with multiple variable display units capable of displaying various types of identification information, each of which is identifiable. A gaming machine that, after displaying a variable display unit in a variable manner, derives a display result by stopping the variable display unit in a variable display unit, and can award prizes according to a display result combination which is a combination of the display results of multiple variable display units, Game control means for controlling the game, A means for controlling the effects, Multiple derivation operation means are operated to derive combinations of display results, A special music output means capable of outputting a special music under specific conditions, A specific screen display means that starts displaying a specific screen when a display operation is performed in the aforementioned specific state, The system includes a specific screen termination means that terminates the display of the specific screen when an termination operation is performed to terminate the specific screen, or when a predetermined time has elapsed since the display of the specific screen started, The aforementioned game control means is A pre-determination means for determining the display result combinations that are allowed to be derived, A derivation control means that performs control to derive a combination of display results according to the determination result of the pre-determination means and the operation of the plurality of derivation operation means, A normal section in which the operating procedures of the plurality of derivation operating means are not notified, and a section control means that controls the section to a favorable section in which the operating procedures of the plurality of derivation operating means are notified, In the advantageous period, a notification state control means controls the operation procedure of the plurality of derivation operation means to a notification state that can be notified, A transmission means for sending commands to the aforementioned performance control means, Includes a game notification means for notifying the aforementioned operating procedure, The aforementioned performance control means includes a notification performance means for notifying the operation procedure in the notification state, There are two types of games: games in which the aforementioned operating procedure is announced, and games in which the aforementioned operating procedure is not announced. The derivation control means is capable of deriving a combination of award display results that results in awarding a prize that awards a value for gameplay when the determination result of the pre-determination means becomes one of a plurality of specific determination results, and the plurality of derivation operation means are operated in the operation procedure corresponding to the specific determination result. The notification state control means can control the notification state to an ending state in which the advantageous period continues until the limiter condition for the advantageous period is met. The limiter condition for the advantageous period includes, at a minimum, that the number of game value acquired in the advantageous period reaches the upper limit. The aforementioned game control means is It is possible to execute a process to determine whether to grant benefits to players, At the end of a game, it is possible to determine whether the game is a notification game or a non-notification game. In the case of the aforementioned notification game, without determining whether the plurality of derivation operation means were operated in the game using the normal procedure or an irregular procedure different from the normal procedure, unfavorable control is not performed. When the game is not a notification game, it is determined whether the multiple derivation operation means were operated using the normal procedure or the irregular procedure in the game, and if they were operated using the normal procedure, the unfavorable control is not executed, and if they were operated using the irregular procedure, the unfavorable control can be executed. As a result of the execution of the disadvantageous control, the reward granting decision process is not executed. Before making a first determination of whether it is a notified game or a non-notified game, and whether the plurality of derivation operation means were operated using the normal procedure or the irregular procedure, the game control means makes a second determination of whether it is in the ending state, and if it is in the ending state, it does not make the first determination or the bonus granting determination process. The special music output means is, When the display of the aforementioned specific screen is initiated, the output mode of the special music is changed, When the termination operation is performed and the display of the specific screen ends, the output mode of the special song is changed. A gaming machine that, when the predetermined time has elapsed and the display of the specific screen has ended, does not change the output mode of the special music.