Gaming machine

The gaming machine addresses situational challenges by incorporating adjustable settings, internal lotteries, and performance controls to manage errors and power outages, ensuring continuous gameplay and appropriate responses.

JP7873464B2Active Publication Date: 2026-06-12OLYMPIA KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
OLYMPIA KK
Filing Date
2021-10-12
Publication Date
2026-06-12

AI Technical Summary

Technical Problem

Gaming machines require appropriate processes based on situational awareness to handle errors and power outages effectively, ensuring player engagement and game continuity.

Method used

The gaming machine includes multiple reels, adjustable settings, internal lotteries, game state control, and performance control mechanisms to manage displays and game states, allowing for appropriate responses to errors and power outages, such as displaying specific warnings and maintaining game states.

Benefits of technology

Ensures appropriate processing based on the situation, preventing performance skips during errors and allowing for continued gameplay after power restoration, and enabling seamless transitions between game states.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing appropriate processing according to a situation.SOLUTION: A game machine includes display means 13 for displaying an image and performance control means 100 for controlling execution of a performance. The performance control means 100 can cause the display means 13 to execute predetermined display when an error is detected in a state that the display means 13 is executing the predetermined display, and the error is corrected, and can cause the display means 13 to execute display different from the predetermined display when power shutdown occurs in a state that the display means 13 is executing the predetermined display, and recovery from the power shutdown is made.SELECTED DRAWING: Figure 39
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, a slot machine having a plurality of reels on the outer peripheral surface of which a plurality of symbols are arranged is known. In the slot machine, when the game starts, the reels start to rotate, and an internal lottery using a lottery table is performed. Further, when the reels stop, a symbol combination corresponding to a winning combination that wins in the internal lottery is displayed by the plurality of reels, and when this winning combination wins, as a process corresponding to the winning combination that has won, for example, a medal payout process for paying out medals (game values) or a replay process for enabling a game again without newly consuming medals is performed.

[0003] Further, in a gaming machine, an effect using a liquid crystal display or the like is performed as the game progresses. As such a gaming machine, a gaming machine that executes a predetermined effect when a power failure occurs and returns from the power failure is known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in a gaming machine, it is required to be able to execute an appropriate process according to the situation.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of executing an appropriate process according to the situation.

Means for Solving the Problems

[0007] To solve the aforementioned problems, the gaming machine of the present invention is: Multiple reels, A means of changing settings that allows the setting value to be changed, An input receiving means for setting a predetermined number of game values ​​to the input state, An internal lottery method that performs internal lotteries for multiple types of roles, A game state control means that controls the transition between multiple game states, A means for displaying an image, It comprises a performance control means for controlling the execution of the performance, The aforementioned performance control means is When an error is detected while the display means is displaying a predetermined message, and the error is cleared, the display means is made to display the predetermined message. and , When the display means is displaying the predetermined display, an interruption occurs, and when power is restored, the display means is to display a different display from the predetermined display. and , To display a specific display on the display means that is different from the predetermined display and relates to a specific warning, It is possible, The aforementioned predetermined display is displayed in a smaller area than the aforementioned specific display (see, for example, paragraphs

[0105] ,

[0521] , Figure 7, and Figure 39). .

[0008] In the gaming machine of the present invention, if an error is detected while the display means is showing a predetermined display and the error is cleared, the predetermined display from before the error was detected is shown again, thus preventing the performance from being skipped due to the occurrence of an error. Here, if an error occurs, the player is likely to continue playing after the error is cleared, and the player can enjoy the game without missing any performances. Furthermore, in the gaming machine of the present invention, if a power outage occurs while the display means is showing a predetermined display and the power is restored, the predetermined display from before the power outage is not shown. Here, a power outage generally occurs after the player has finished playing, such as after the gaming parlor closes, and there is a high possibility that the player has changed before the power outage and after the power is restored. According to the gaming machine of the present invention, the display from before the power outage can be erased and an appropriate display for the new player can be shown. Furthermore, according to the gaming machine of the present invention, a first bonus-established state is provided in which predetermined processing related to the instruction function is not performed, and a second bonus-established state is provided in which predetermined processing related to the instruction function is performed. If the game is mistakenly switched to the first bonus-established state, the game state is cleared by changing the settings, but in the second bonus-established state, the game state is not cleared even if the settings are changed, thus eliminating the trouble of switching to the second bonus-established state every time the power is turned on. [Effects of the Invention]

[0009] According to the gaming machine of the present invention, appropriate processing can be performed according to the situation. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a block diagram showing the general configuration of a gaming machine. [Figure 3] This is a diagram illustrating the internal lottery table. [Figure 4] This diagram illustrates the relationship between the stopping operation performed when a winner is selected in each winning area and the winning combination. [Figure 5] It is a state transition diagram of the game state. [Figure 6] It is a state transition diagram of the game section and the production state. [Figure 7] It is a diagram showing an example of a special image displayed in a two-bet game. [Figure 8] It is a diagram for explaining another example of the special image. [Figure 9] It is an external view for explaining the schematic mechanical configuration of the slot machine according to the second embodiment of the present invention. [Figure 10] It is an external view in a state where the front door is opened for explaining the schematic mechanical configuration of the slot machine. [Figure 11] It is a diagram showing the symbol arrangement of the reel. [Figure 12] It is a block diagram showing the schematic electrical configuration of the slot machine. [Figure 13] It is an explanatory diagram for explaining the rotation and stop processing of the reel. [Figure 14] It is an explanatory diagram for explaining the rotation and stop processing of the reel. [Figure 15] It is an explanatory diagram for explaining the rotation and stop processing of the reel. [Figure 16] It is a flowchart showing the main processing of the main control board. [Figure 17] It is a flowchart showing the reel stop processing of the main control board. [Figure 18] It is a perspective view showing an example of a gaming machine according to the third embodiment of the present invention. [Figure 19] It is a block diagram showing the schematic configuration of the gaming machine. [Figure 20] It is a timing chart of the position of the blocker, the control state of the main control board (main control means), and the control state of the sub-control board (sub-control means) regarding the settlement process executed based on the operation of the settlement button of the gaming machine. [Figure 21] It is a flowchart of the control operation on the main control board side regarding the settlement process of the gaming machine. [Figure 22] This is a flowchart of the control operations on the sub-control board side related to the settlement process of the gaming machine. [Figure 23] This is a timing chart (part 1) showing the processing during and immediately before and after the settlement process of the gaming machine. [Figure 24] This is a timing chart (part 2) showing the processing during and immediately before and after the settlement process of the gaming machine. [Figure 25] This diagram shows the types of errors in the gaming machine, the error codes, and how to resolve them. [Figure 26] This is the third timing chart showing the processing during and immediately before and after the settlement process of the gaming machine. [Figure 27] This is a timing chart (part 4) showing the processing during and immediately before and after the settlement process of the gaming machine. [Figure 28] This is a timing chart (No. 5) showing the processing during and immediately before and after the settlement process of the gaming machine. [Figure 29] This is a timing chart (number 6) showing the processing during and immediately before and after the settlement process of the gaming machine. [Figure 30] This is a perspective view showing an example of a gaming machine according to the fourth embodiment of the present invention. [Figure 31] The same diagram shows the arrangement of symbols on the reels. [Figure 32] This is a block diagram showing the general configuration of a gaming machine. [Figure 33] This is a diagram illustrating the internal lottery table. [Figure 34] This diagram illustrates the relationship between the stopping operation performed when a winner is selected in each winning area and the winning combination. [Figure 35] This is a state transition diagram of the game state. [Figure 36] This is a state transition diagram for the game section and the performance state. [Figure 37]This is a diagram illustrating the path the medals take. [Figure 38] This diagram shows the relationship between the type of error and the error code. [Figure 39] This diagram illustrates the display mechanism for when an error or power outage occurs during operation or performance. [Modes for carrying out the invention]

[0011] (First Embodiment) Embodiments of the present invention will be described below with reference to the drawings. This embodiment will be described using the application of the present invention to a slot machine, which is one type of amusement machine, as an example, but the present invention is not limited to slot machines and may be applied to amusement machines such as pachinko machines. As shown in Figure 1, the slot machine (gaming machine) 10 of the present invention comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The casing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, as well as a hopper device for dispensing medals (game value). The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11.

[0012] The upper door 12a is provided with a liquid crystal display (display means) 13, a speaker (sound output means) 14 and other devices for performance, as well as a display window 16. The liquid crystal display 13 displays various images (moving images, still images) for performance. The speaker 14 outputs various sounds (music, sound effects, voices, etc.) for performance. In addition to the liquid crystal display 13 and speaker 14, other devices for performance may include lighting devices such as lamps (LEDs), and movable parts that can be operated by actuators, etc.

[0013] Behind the display window 16, the reel unit is positioned so that a portion of it can be seen from outside the display window 16. Multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c, and when each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 also has upper, middle, and lower display positions for viewing the symbols of each reel 20a to 20c, and the active lines are set by the combination of the display positions of each reel 20a to 20c. Furthermore, when the required number of tokens (specified number) for one game is inserted, the active lines are activated.

[0014] In this embodiment of the gaming machine, the number of medals required for one game (prescribed number) is set for each game state, as described later, and one or more of 1 to 3 medals are set depending on the game state. Specifically, the prescribed number is set to 2 or 3 medals depending on the game state, and it is possible to play the game by inserting (betting) 2 or 3 medals. In addition, in this embodiment of the gaming machine, whether the game is played by inserting 2 medals or 3 medals, the active lines are formed by the middle of the first reel 20a, the upper of the second reel 20b, and the lower of the third reel 20c. Note that different active lines may be set depending on the number of medals inserted.

[0015] The outer surface of each reel 20a to 20c is divided into 20 sections (frames) at regular intervals, and one of several types of symbols is placed in each frame. In addition, each frame (the symbol placed in each frame) of each reel 20a to 20c is associated with a symbol number from 0 to 19.

[0016] In slot machine 10, as soon as the game starts, each reel 20a to 20c begins to spin, and an internal lottery is performed to determine whether one of the winning combinations is achieved or not (not achieved). Next, when reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on an active line, this winning combination is awarded, and the process corresponding to the awarded winning combination (winning process) is performed.

[0017] Below the display window 16, a game information display unit 17 and a favorable period indicator 18 are provided. The game information display unit 17 consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, and error information. The favorable period indicator 18 has LEDs, and the on and off of these LEDs indicates whether or not the player is in a favorable period.

[0018] The lower door 12b is equipped with a coin slot 22 for inserting coins, a bet button 23 for betting credited coins, a start lever (game start operation means) 24 for starting the game, stop buttons (stop operation means) 26a, 26b, 26c for stopping the rotating reels, a payout slot 27 for dispensing coins via a hopper device, and a coin tray 28 for receiving coins dispensed from the payout slot 27. In addition, a coin sensor 29 (see Figure 2) is provided behind the coin slot 22 to detect the passage of coins inserted into the coin slot 22.

[0019] In the slot machine 10, the start lever 24 is activated when a coin is inserted into the coin slot 22, or when the bet button 23 is operated and a predetermined number of coins are bet. When the activated start lever 24 is operated, the game starts. When the game starts, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, the reels 20a to 20c corresponding to the operated stop button 26a to 26c are stopped.

[0020] As shown in Figure 2, the slot machine 10 is equipped with a main control board (main control device) 31 and a sub-control board (sub-control device) 32. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, and medal sensor 29, performs various calculations to execute the game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute the effects, and controls the effects devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0021] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and the main control board 31 can transmit various information (signals), such as information indicating the game status, to the sub-control board 32. However, the sub-control board 32 cannot transmit information to the main control board 31. Furthermore, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0022] The main control board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 also includes ROM and RAM. Furthermore, the sub-control board 32 includes a performance sub-control means 90 and a sub-side storage means 92. The sub-side storage means 92 also includes ROM and RAM.

[0023] Furthermore, the performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 90. The performance main control means 52 issues instructions to the performance sub-control means 90 based on the game state, performance state, etc. The performance sub-control means 90 controls the performance device using performance data stored in the sub-side storage means 92, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 90, and the control performed by the performance sub-control means 90 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0024] The coin insertion receiving means 40 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted into the coin slot 22, the coin sensor 29 detects the coins, and the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment of the game machine, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and internal lotteries and other draws are performed.

[0025] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a game in which a replay was awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 22 while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation of the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.

[0026] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0027] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including minor roles, replays, and bonuses, as well as losing (non-winning) outcomes, with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535). Multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In the gaming machine of this embodiment, as will be described later, the game state can be set to general state, RBB internal state A, RBB internal state B, RBB operating state A, and RBB operating state B. Six setting values ​​from setting 1 to setting 6 can be set. The internal lottery means 42 selects an internal lottery table according to the game state, the number of medals inserted, and the setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved, allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.

[0028] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 3, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."

[0029] As shown in Figure 3, the gaming machine of this embodiment offers small wins, from small win 1 to small win 35. In addition, the winning areas that include small wins are "6-choice bell 1" to "6-choice bell 6", "12-choice bell 1" to "12-choice bell 12", "common bell", "cherry 3", "watermelon", "chance symbol 1", "chance symbol 2", "small win ALL", and "1 coin ALL". Small wins 1 to 15, small win 32, and small win 35 are 15-coin wins, which pay out 15 coins when they are won. Small win 16 is a 3-coin win, which pays out 3 coins when it is won. Small wins 17 to 31, small win 33, and small win 34 are 1-coin wins, which pay out 1 coin when they are won. In the following, the winning areas "6-choice bell 1" to "6-choice bell 6" and "12-choice bell 1" to "12-choice bell 12" will be collectively referred to as the batting order bell (choice role).

[0030] The "Small Role ALL" winning area is a winning area where all small roles (small role 1 to small role 35) are awarded simultaneously. The "1-Coin ALL" winning area is a winning area where all 1-coin roles (small role 17 to small role 31, small role 33, small role 34) are awarded simultaneously. The "6-Choice Bell 1" to "6-Choice Bell 6" and "12-Choice Bell 1" to "12-Choice Bell 12" winning areas are winning areas where one or more types of 15-coin roles and 1-coin roles are awarded simultaneously. The "Common Bell" winning area is a winning area where multiple types of 15-coin roles are awarded simultaneously. The "Cherry 3" winning area is a winning area where multiple types of 1-coin roles are awarded simultaneously. The "Watermelon" winning area is a winning area where small role 16 is awarded individually. The "Chance Eye 1" winning area is a winning area where small role 34 is awarded individually. Additionally, the winning area "Chance Eye 2" is a winning area where multiple types of 15-coin payouts can be won simultaneously.

[0031] Furthermore, in the gaming machine of this embodiment, replays are provided as replays 1 to 8. In addition, the winning areas that include replays are provided as "Replay 1A" to "Replay 1C", "Replay 2A" to "Replay 2C", "Replay 3", "Cherry 1", "Cherry 2A", and "Cherry 2B".

[0032] The winning areas "Replay 1A" to "Replay 1C", "Replay 2A" to "Replay 2C", "Replay 3", "Cherry 1", "Cherry 2A", and "Cherry 2B" are either winning areas where one type of replay is awarded individually, or winning areas where multiple types of replays are awarded simultaneously.

[0033] Furthermore, in the gaming machine of this embodiment, the first big bonus (RBB1) to the fourth big bonus (RBB4) are provided as bonuses. In addition, as corresponding winning areas for the bonuses, there are winning areas "RBB1" to "RBB4" where each of RBB1 to RBB4 can be won individually. In this embodiment of the gaming machine, the bonus (RBB1 to RBB4) is assumed to be a continuous activation device related to a so-called Type 1 special feature, but other bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the bonuses included may be set to be won individually, or they may be set to be won in conjunction with replays or minor wins.

[0034] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.

[0035] Each winning area is set to either be a winning area or not, depending on the game state and the number of tokens inserted. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and the number of tokens inserted and performs an internal lottery, which changes the possible winning combinations. In Figure 3, the "○" mark indicates whether each winning area is a winning area when the game is played with each number of tokens inserted in each game state.

[0036] In other words, the "Not Won" area is a win that can occur when the game state is RBB internal state B and 3 medals are inserted, or when the game state is RBB operating state A or RBB operating state B, and will not be won in any other game state or with any number of medals inserted.

[0037] Additionally, the winning areas "Replay 1A" to "Replay 1C", "Replay 2A" to "Replay 2C", "Replay 3", "Cherry 1", "Cherry 2A", "Cherry 2B", and "Watermelon" can be won (regardless of the number of balls inserted) when the game state is in the general state, RBB internal state A, or RBB internal state B, but they cannot be won in RBB operating state A or RBB operating state B.

[0038] Furthermore, the winning areas "6-choice bell 1" to "6-choice bell 6", "12-choice bell 1" to "12-choice bell 12", "common bell", "cherry 3", "chance symbol 1", and "chance symbol 2" can be won when the game state is general, RBB internal medium state A, or RBB internal medium state B, and the number of medals inserted is 3. They cannot be won in any other game state or with any other number of medals inserted.

[0039] Furthermore, the winning areas "All Small Wins" and "All 1 Coin" can be won regardless of the game state or the number of coins inserted.

[0040] Furthermore, the winning areas "RBB1" and "RBB2" can be won when the game state is in the normal state and three tokens have been inserted; they cannot be won in any other game state or with any other number of tokens inserted.

[0041] Furthermore, the winning areas "RBB3" and "RBB4" can be won when the game state is in the normal state and two tokens have been inserted; they cannot be won in any other game state or with any other number of tokens inserted.

[0042] Each winning area is assigned a unique winning area number. This winning area number allows for identification of each winning area.

[0043] Furthermore, in the gaming machine of this embodiment, the probability of winning a small prize is the same for each number of medals inserted in the general state, RBB internal state A, and RBB internal state B.

[0044] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0045] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The roles to which the carry-over flag is associated include big bonuses (RBB1~RBB4). The roles to which the non-carry-over flag is associated include minor roles and replays. For example, when the internal lottery means 42 wins a big bonus in the internal lottery, it carries over the winning state of the big bonus winning flag until a big bonus is achieved. At this time, even in games where the winning state of the big bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. In other words, in a game where the winning state of the Big Bonus winning flag is carried over, if a small win or replay occurs, the winning flags corresponding to two or more types of wins—the Big Bonus winning flag that was already won and the small win or replay winning flag that was won through internal lottery—are set to the winning state.

[0046] Furthermore, Slot Machine 10 has six settings, from Setting 1 to Setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting changes, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, changes to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small wins, replays, and bonuses differs depending on the setting.

[0047] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key, which is inserted into the setting change key cylinder, to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6, from highest to lowest.

[0048] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 is started in game mode. In this embodiment of the gaming machine, in game mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.

[0049] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has an initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 92. Furthermore, even if the setting value is changed, the game state, game section, and performance state may not revert to their initial state. Also, for example, if the game state is RBB internal middle state B, even if the setting value is changed, the game state may remain in RBB internal middle state B without reverting to its initial state, while in other game states (for example, RBB internal middle state A, etc.), if the setting value is changed, the game state may be returned to the initial state, general middle state.

[0050] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game is started), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0051] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).

[0052] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order". Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation", the second stopping operation as the "second stopping operation", and the third stopping operation as the "third stopping operation".

[0053] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "Batting Order 6."

[0054] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that the winning combination of the winning role for which the winning flag is set to the winning state wins. Specifically, in a state where the winning flag of one winning role is set to the winning state, the stop control of each of the reels 20a to 20c is performed so that this winning role wins. Further, in a state where the winning flags of a plurality of winning roles are set to the winning state in an overlapping manner, each of the reels 20a to 20c is stopped so that a predetermined winning role wins according to the priority order determined for each role. In the gaming machine of the present embodiment, the priority order is determined in the order of "replay > minor role > bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning combination of the role with the higher priority are displayed on the effective line prior to the symbols constituting the winning combination of the role with the lower priority.

[0055] Also, regarding the priority order of the candidates for the stop positions when a plurality of types of minor roles are won in the internal lottery, there are a case where the priority order is obtained according to the number of symbol combinations that can be displayed on the effective line and a case where the priority order is obtained according to the number of medals paid out based on the payout determined in advance for the minor roles. When obtaining the priority order of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the effective line, the priority order of each candidate for the stop position is obtained so that the stop position where the number of symbol combinations indicating the winning combination that can be displayed on the effective line is larger has a higher priority. When obtaining the priority order of the candidates for the stop positions according to the number of medals paid out, the priority order of each candidate for the stop position is obtained so that the stop position where the number of medals paid out based on the payout of the minor role corresponding to the symbol displayed at the display position on the effective line is larger (the stop position where the minor role with a large payout can win) has a higher priority. However, when obtaining the priority order of the candidates for the stop positions according to the number of medals paid out, if minor roles with the same payout are won in an overlapping manner, the priority order of the candidates for the stop positions where each minor role can win is treated as the same.

[0056] As shown in Figure 4, each batting order bell has a set correct batting order and an incorrect batting order. Figure 4 shows the relationship between the stopping operation and the winning combination when each winning area is selected in the RBB internal state (RBB internal state A and RBB internal state B). When each winning area of ​​the batting order bell is selected in the RBB internal state, a 15-coin combination can be awarded if the operation is performed with the correct batting order, and a 1-coin combination can be awarded if the operation is performed with the incorrect batting order. In other words, when any batting order bell is won in the RBB internal state, if stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop position that can award small prizes 1 to 15, 32, or 35 has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop position that can award small prizes 17 to 31, 33, or 34 has the highest priority.

[0057] Specifically, in the winning areas "6-choice bell 1" to "6-choice bell 6", if the correct sequence of button presses is used, a 15-coin payout will be awarded. Conversely, in the winning areas "6-choice bell 1" to "6-choice bell 6", if the incorrect sequence of button presses is used, a 1-coin payout or no payout at all will be awarded.

[0058] Furthermore, in the winning areas "12-choice bell 1" to "12-choice bell 6", a 15-coin payout is awarded when the game is played in the correct order and the first stop operation is performed when a symbol within a predetermined range (for example, any symbol from symbol number 0 to 9) that includes a specific symbol (first specific symbol) on the first reel 20a to 20c is located in a predetermined display position (for example, on an active line). In other words, by playing in the correct order and aiming for the first specific symbol when performing the first stop operation, it is possible to win a 15-coin payout. Furthermore, in the winning areas "12-choice bell 1" to "12-choice bell 6", if the operation is performed with an incorrect sequence of button presses, or if the operation is performed with the correct sequence of button presses and the first stop operation is performed when a symbol within a predetermined range that does not include the first specific symbol (for example, any symbol from symbol numbers 10 to 19) is located in a predetermined display position (for example, on an active line), then either a single-coin payout or no payout will be awarded.

[0059] Furthermore, in the winning areas "12-choice bell 7" to "12-choice bell 12", a 15-coin payout is awarded when the game is played in the correct order, and the first stop operation is performed when a symbol within a predetermined range (for example, any symbol from symbol numbers 10 to 19) that includes a specific symbol (second specific symbol) different from the first specific symbol on the first stop reels 20a to 20c is located in a predetermined display position (for example, on an active line). In other words, by playing in the correct order and aiming for the second specific symbol when performing the first stop operation, it is possible to win a 15-coin payout. Furthermore, in the winning areas "12-choice bell 7" to "12-choice bell 12", if the operation is performed with an incorrect sequence of button presses, or if the operation is performed with the correct sequence of button presses and the first stop operation is performed when a symbol within a predetermined range that does not include the second specific symbol (for example, any symbol from symbol number 0 to 9) is located in a predetermined display position (for example, on an active line), then either a single-coin payout or no payout will be awarded.

[0060] Furthermore, each batting order bell has only one correct batting order, and the other five batting orders are considered incorrect. Additionally, the winning areas "6-choice bell 1" to "6-choice bell 6" each have different correct batting orders, the winning areas "12-choice bell 1" to "12-choice bell 6" each have different correct batting orders, and the winning areas "12-choice bell 7" to "12-choice bell 12" each have different correct batting orders.

[0061] Furthermore, in each winning area of ​​the batting order bell, when a win occurs in the general mode, even if the stopping operation is performed in a manner that would result in a 15-coin payout if the RBB internal mode were in progress (correct batting order and predetermined timing), a 1-coin payout will be awarded (the 15-coin payout will not be awarded). Also, in each winning area of ​​the batting order bell, when a win occurs in the general mode, and the first stopping operation is in accordance with the correct batting order in the RBB internal mode (if the first stopping operation is correct), a 1-coin payout will always be awarded (there will be no missed payouts).

[0062] The contents in parentheses in Figure 4 indicate the probability of winning a 1-coin payout and a 15-coin payout when the stopping operation is performed in that order (and in a predetermined state in which the symbols within a predetermined range that include the aforementioned first specific symbol or second specific symbol are in a predetermined display position). For example, the notation "1 coin (1 / 2)" indicates that, assuming the timing of the stopping operation is random (within the predetermined range), there is a 1 / 2 probability of winning a 1-coin payout and a 1 / 2 probability of missing a 1-coin payout (not winning a 1-coin payout).

[0063] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a prize has been won based on the stopping pattern of reels 20a to 20c. Specifically, it compares the combination of symbols displayed on the active line (stop display) when reels 20a to 20c stop with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning prize, and the aforementioned comparison determines whether a prize has been won and the type of winning prize that has been won. When a winning prize is won, the main control board 31 executes the prize processing corresponding to the winning prize. Specifically, the prize processing includes payout processing if a small prize is won, replay processing (re-play processing) if a replay is won, and processing to transition the game state (game state transition control processing) if a bonus is won.

[0064] Here, the payout process is the process of paying out a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and this is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout set for each winning combination and causes the determined number of medals to be paid out to the hopper device. If credits are permitted, instead of actually paying out medals by the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in the credit storage area of ​​the RAM of the storage means 60, thereby virtually paying out medals.

[0065] In this embodiment of the gaming machine, when a win occurs in small wins 1 through 15, 32, or 35, 15 medals are dispensed; when a win occurs in small win 16, 3 medals are dispensed; and when a win occurs in small wins 17 through 31, 33, or 34, 1 medal is dispensed.

[0066] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number set to be inserted in the previous game (the game in which the replay was awarded), without using any tokens the player possesses (including credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.

[0067] As shown in Figure 5, the game state control means 49 performs game state transition control processing to transition the game state between the general state, RBB internal state A (bonus established state A), RBB operating state A (bonus state A), RBB internal state B (bonus established state B), and RBB operating state B (bonus state B). The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0068] The "General Mode" is the initial state among several game states, with a set number of tokens to be inserted (specified number) of 2 or 3. Furthermore, it is possible to transition from the General Mode to RBB Internal Mode A and RBB Internal Mode B. Specifically, in the General Mode, if RBB1 or RBB2 is won, the game transitions to RBB Internal Mode A, and if RBB3 or RBB4 is won, the game transitions to RBB Internal Mode B. Also, in the General Mode, an internal lottery is conducted by referring to an internal lottery table where RBB1 and RBB2 are set as the target of the lottery, or an internal lottery table where RBB3 and RBB4 are set as the target of the lottery, depending on the number of tokens inserted.

[0069] Specifically, when the game is played with 3 tokens inserted during normal play, RBB1 and RBB2 are set as targets for the draw, and an internal draw is performed by referring to an internal draw table in which RBB3 and RBB4 are excluded from the draw. Similarly, when the game is played with 2 tokens inserted during normal play, RBB3 and RBB4 are set as targets for the draw, and an internal draw is performed by referring to an internal draw table in which RBB1 and RBB2 are excluded from the draw.

[0070] RBB Internal State A is a game state that is entered when RBB1 or RBB2 is won in the internal lottery, and the prescribed number of tokens to be inserted is set to 2 and 3. In addition, in RBB Internal State A, the internal lottery is conducted by referring to an internal lottery table selected according to the number of tokens inserted from among multiple internal lottery tables in which RBB1 to RBB4 are excluded from the lottery.

[0071] Furthermore, in RBB internal state A, the lottery flag corresponding to RBB1 or RBB2 is maintained in a winning state until RBB1 or RBB2 is awarded. When a symbol combination indicating the awarding form of RBB1 or RBB2 is displayed on an active line, the game state control means 49 transitions the game state from RBB internal state A to RBB active state A. In this embodiment, RBB1 and RBB2 are bonuses that are only valid when 3 medals are inserted. In RBB internal state A, it is possible to award RBB1 or RBB2 when playing with 3 medals inserted, but it is not possible to award (activate) RBB1 or RBB2 when playing with 2 medals inserted.

[0072] RBB Internal State B is a game state that is entered when RBB3 or RBB4 is won in the internal lottery, and the prescribed number of tokens to be inserted is set to 2 and 3. In RBB Internal State B, the internal lottery is conducted by referring to an internal lottery table selected according to the number of tokens inserted from among several internal lottery tables in which RBB1 to RBB4 are excluded from the lottery.

[0073] Furthermore, in RBB internal state B, the lottery flag corresponding to RBB3 or RBB4 is maintained in a winning state until RBB3 or RBB4 is awarded. When a symbol combination indicating the awarding form of RBB3 or RBB4 is displayed on an active line, the game state control means 49 transitions the game state from RBB internal state B to RBB activation state B. In this embodiment, RBB3 and RBB4 are bonuses that are only valid when two medals are inserted. In RBB internal state B, it is possible to award RBB3 or RBB4 when playing with two medals inserted, but it is not possible to award (activate) RBB3 or RBB4 when playing with three medals inserted.

[0074] RBB Activated State A is a game state that is entered when a combination of symbols indicating an RBB1 or RBB2 winning pattern is displayed on an active line, and the prescribed number of coins to be inserted is set to 3. In RBB Activated State A, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "All Small Wins," and "All 1 Coin" are set as the lottery targets. In RBB Activated State A, it is determined whether the termination condition has been met based on the total number of coins dispensed in RBB Activated State A, and if the number of coins dispensed exceeds a predetermined number (for example, 66 coins), the game state control means 49 terminates RBB Activated State A and transitions the game state to the general state. In this embodiment, the termination condition for RBB activation state A is determined by the total number of medals paid out, but the termination condition may also be determined by the number of games played or the number of small wins in RBB activation state A.

[0075] RBB Activated State B is a game state that is entered when a combination of symbols indicating an RBB3 or RBB4 winning pattern is displayed on an active line, and the prescribed number of tokens to be inserted is set to 3. In RBB Activated State B, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "All Small Wins," and "All 1 Tokens" are set as the lottery targets. In RBB Activated State B, it is determined whether the termination condition has been met based on the total number of tokens dispensed in RBB Activated State B, and if the number of tokens dispensed exceeds a predetermined number (for example, 2 tokens), the game state control means 49 terminates RBB Activated State B and transitions the game state to the general state. In this embodiment, the termination condition for RBB activation state B is determined by the total number of medals paid out, but the termination condition may also be determined by the number of games played or the number of times small wins are achieved in RBB activation state B.

[0076] The instruction function control means 51 comprises a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning specific roles in the advantageous section. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance that assists in winning this role. More specifically, when a batting order bell is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning the 15-coin role. Based on this decision, the performance control means 100 causes the batting order navigation performance to be executed on the liquid crystal display 13.

[0077] As shown in Figure 6, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 conducts a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. The advantageous section is a game section in which an upper limit (here, 1500 times) is set on the number of times the game can be played. In addition, instruction effects cannot be performed when the game section is set to a non-advantageous section, and instruction effects can only be performed when it is set to an advantageous section. When the number of times the game has been played in the advantageous section reaches the upper limit of 1500 times, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.

[0078] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the results of an internal lottery (based on winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.

[0079] Furthermore, the game section control means 80 performs an increment process each time a game is played in the advantageous section, triggered by the start lever 24 operation to start the game, by adding "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, which corresponds to one game. Note that the game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0". When the value stored in the advantageous section game counter 65 reaches the threshold (upper limit) of "1500", the game section control means 80 determines that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. In other words, the upper limit for the number of games played in the advantageous section is set to 1500, and games exceeding 1500 are not played consecutively in the advantageous section.

[0080] Furthermore, in the advantageous section, the game section control means 80 updates the stored value of the difference counter 64 in the RAM of the memory means 60 based on the difference in the number of medals. It subtracts a value corresponding to the number of medals inserted into the game (for example, "3" if 3 medals were inserted) from a value corresponding to the number of medals paid out (for example, "15" if 15 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) to obtain the calculation result for the difference in the number of medals in that game, and adds this calculation result to the stored value of the difference counter 64. Note that the game section control means 80 does not add to the difference counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference counter 64 is "0". The game section control means 80 then determines that the condition for ending the advantageous section has been met when the stored value of the difference in tokens counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section. The stored value of the difference in tokens counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference in tokens counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no tokens are paid out, the calculation result of the difference in tokens for that game will be "-3". Adding this calculation result to the stored value of the difference in tokens counter 64 will fall below the initial value "0". However, the stored value of the difference in tokens counter after the update is set to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of tokens that can be obtained in the advantageous section, and the advantageous section ends when the increase in tokens from the point where the number of tokens decreased the most in the advantageous section exceeds 2400 tokens. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual tokens have been inserted, it may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly.

[0081] Furthermore, the advantageous period indicator 18 is designed to turn off during non-advantageous periods and light up during advantageous periods. Furthermore, the advantageous period indicator 18 does not need to light up at the same time as the transition to the advantageous period; it only needs to light up before the first instruction animation is performed. Also, once lit, it will not turn off until the advantageous period ends.

[0082] As shown in Figure 6, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a non-AT performance state, a CZ performance state, and an AT performance state. The AT performance state also includes a special performance state and a normal AT performance state. The transition conditions for performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0083] The non-advantageous section performance state is the performance state that corresponds to the initial state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 performs a lottery for transitioning to the advantageous section, and when a transition to the advantageous section is decided in the advantageous section transition lottery, the performance state control means 81 transitions the performance state to the non-AT performance state.

[0084] The non-AT (Automatic Trigger) state is a state that is generally entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the non-AT state is set higher than the probability of entering other states.

[0085] Furthermore, in non-AT (Automatic Trigger) mode, the frequency of batting order navigation sequences is lower compared to AT mode, with batting order navigation sequences rarely occurring or not occurring at all.

[0086] The performance state control means 81 transitions the performance state to the CZ performance state at a predetermined trigger in the non-AT performance state. In the gaming machine of this embodiment, an upper limit (so-called ceiling) is set for the number of games played in the non-AT performance state, and when a predetermined number of games (for example, 500 times) are played in the non-AT performance state, the performance state control means 81 transitions the performance state to the CZ performance state. Furthermore, the upper limit for the number of games played in the non-AT performance state, which serves as the ceiling, is determined by a lottery when the non-AT performance state begins. In the gaming machine of this embodiment, the upper limit for the number of games played in the non-AT performance state is determined by the lottery from among 200, 300, 400, or 500. Note that the number of games played in the non-AT performance state (the number of games remaining until the ceiling) may be managed, for example, by providing a counter for counting the number of games in the RAM of the storage means 60. In addition, in the non-AT performance state, the bonus granting means 82 may perform a lottery (CZ lottery) to determine whether or not to transition to the CZ performance state according to the result of an internal lottery (based on the winning of a predetermined role (winning area)), and if the CZ lottery is won, the performance state control means 81 may transition the performance state to the CZ performance state.

[0087] The CZ (Chance Zone) performance state is a performance state in which the expectation of transitioning to the AT (Attack) performance state is higher than that of the non-AT (Attack) performance state. In other words, the CZ performance state is a performance state that is more advantageous to the player than the non-AT performance state. In the gaming machine of this embodiment, when multiple (a predetermined number) achievement conditions are met in the non-AT performance state and the CZ performance state, the reward granting means 82 grants the right to transition to the AT performance state as a reward, and the expectation of each achievement condition being met is higher in the CZ performance state than in the non-AT performance state. For example, in the non-AT performance state and the CZ performance state, the reward granting means 82 may conduct a lottery (AT lottery) to determine whether or not to transition to the AT performance state according to the result of an internal lottery (based on the winning of a predetermined role (winning area)), and if the AT lottery is won, the right to transition to the AT performance state as a reward may be granted, and in this case, the expectation of winning the AT lottery may be set higher in the CZ performance state than in the non-AT performance state.

[0088] Furthermore, in the CZ (Chance Zone) state, the frequency of batting order navigation sequences is lower compared to the AT (Attack Time) state, with batting order navigation sequences rarely occurring or not occurring at all.

[0089] When a transition to the AT performance state is decided (the right to transition is granted) in a non-AT performance state or a CZ performance state, the performance state control means 81 transitions the performance state to the AT performance state. In the AT performance state, when a batting order bell is won, the instruction function control means 51 decides to execute a batting order navigation performance that notifies the correct batting order. Also, when the execution of the batting order navigation performance is decided, the performance control means 100 displays the correct batting order on the liquid crystal display 13.

[0090] The continuation of the AT performance state is managed based on the AT stock counter 66 and the AT game counter 67, which are stored in the RAM of the memory means 60. When the bonus granting means 82 decides to grant the right to transition to the AT performance state in a non-AT performance state or a CZ performance state, it adds a predetermined value of "1" to the AT stock counter 66. Furthermore, if the stored value of the AT stock counter 66 is "1" or greater in a non-AT performance state or a CZ performance state, the performance state control means 81 transitions the performance state to the AT performance state. Specifically, the performance state control means 81 transitions the performance state to a special performance state.

[0091] The special performance state is the performance state that is basically entered when the AT performance state starts. In the special performance state, the bonus granting means 82 conducts a lottery (AT point granting lottery) for each game to determine whether or not to grant AT points according to the result of the internal lottery, and grants AT points according to the result of the AT point granting lottery. In addition, AT points are accumulated in the AT point counter 68 provided in the RAM of the storage means 60, and when the stored value of the AT point counter 68 reaches a predetermined value of "100", the bonus granting means 82 adds a predetermined value of "1" to the AT stock counter 66 and subtracts a predetermined value of "100" from the stored value of the AT point counter 68. In addition, the AT point granting lottery not only determines whether or not to grant AT points, but also how many points to grant if granted, and a value corresponding to the determined number of points is added to the stored value of the AT point counter 68. Furthermore, while the AT point awarding lottery (awarding of AT points) is also performed in the normal AT performance state, the special performance state has a higher expectation of awarding AT points compared to the normal AT performance state, making it easier to acquire AT points. In other words, the special performance state is a performance state in which the number of AT performance state stocks is more likely to increase (the duration of the AT performance state is more likely to increase) compared to the normal AT performance state.

[0092] The special performance state has a guaranteed number of games set to 10, and it is ensured that at least 10 games are played. Furthermore, in the special performance state, after 10 games have been played, an internal lottery is held each time a batting order bell is won to determine whether or not to end the special performance state (special performance state termination lottery). If the special performance state termination lottery is won, the performance state control means 81 transitions the performance state back to the normal AT performance state.

[0093] The performance state control means 81, when starting the normal AT performance state, subtracts a predetermined value of "1" from the AT stock counter 66 and sets a value of "20" corresponding to the number of games played in one set to the AT game counter 67. Furthermore, the performance state control means 81 subtracts "1" from the stored value of the AT game counter 67 each time a game is played in the normal AT performance state. When the stored value of the AT game counter 67 reaches "0" in the normal AT performance state (when one set of games has been played in the normal AT performance state), the performance state control means 81 refers to the stored value of the AT stock counter 66. If the stored value of the referenced AT stock counter 66 is "1" or greater, the performance state control means 81 subtracts a predetermined value of "1" from the stored value of the AT stock counter 66 and sets a value of "20" corresponding to the number of games played in one set to the AT game counter 67, and starts another set of the normal AT performance state. On the other hand, if the stored value of the referenced AT stock counter 66 is "0", the performance state control means 81 terminates the normal AT performance state and transitions to another performance state. Here, in the normal AT performance state, the stored value of the AT stock counter 66 reaching "0" is one of the conditions for terminating the AT performance state. If the stored value of the AT stock counter 66 reaches "0" and no other conditions that would allow the AT performance state to continue are met, the performance state control means transitions the performance state from the normal AT performance state to the non-advantageous section performance state. At this time, the game section control means 80 transitions the game section from the advantageous section to the non-advantageous section.

[0094] In this embodiment of the gaming machine, the continuation of the AT performance state is managed by the number of games played in the AT performance state (the number of sets of the normal AT performance state). However, it may also be managed based on the number of medals acquired in the AT performance state, the difference in the number of medals acquired in the AT performance state, or the number of times the batting order navigation performance occurs.

[0095] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the stored value of the AT stock count counter 66, the stored value of the AT game count counter 67, the stored value of the AT point counter 68, and flags (lottery results) related to the lottery for the instruction function. In other words, information related to the instruction function is not carried over across multiple advantageous periods. Furthermore, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction performance shown here is also initialized.

[0096] The performance control means 100 controls the performance devices, such as the LCD display 13 and speaker 14, to execute an instruction performance (batting order navigation performance) when the performance state is the AT performance state and a batting order bell is won, informing the correct batting order and assisting in winning the 15-coin payout. When a batting order bell is won and the stop buttons 26a to 26c are pressed according to the correct batting order announced by the instruction performance, a 15-coin payout is guaranteed and 15 medals can be obtained. Furthermore, when instructions and animations are being displayed, information indicating the correct sequence of plays will also be displayed on the 7-segment display of the game information display unit 17.

[0097] In the gaming machine of this embodiment, the instruction function control means 51 (performance control means 100) performs processing related to instruction functions, such as lotteries (such as CZ lotteries and AT lotteries, and lotteries related to transitioning to AT performance states) and batting order navigation performances, when the game is played with 3 medals inserted. However, when the game is played with 2 medals inserted, it does not perform processing related to instruction functions, such as lotteries related to instruction functions or batting order navigation performances. Hereinafter, lotteries related to instruction functions and batting order navigation performances (instruction performances), etc., will be referred to as processing related to instruction functions. The instruction function control means 51 (performance control means 100) performs processing related to the instruction function when the game state is RBB internal state B, but does not perform processing related to the instruction function when the game state is general state, RBB internal state A, RBB operating state A, or RBB operating state B. In the gaming machine of this embodiment, processing related to the instruction function is executed only when the game state is RBB internal state B and the game is played with 3 medals inserted, and processing related to the instruction function is not executed in other game states and with different numbers of medals inserted. In other words, in RBB operating state B, playing with 2 medals inserted results in lower performance (expected value of medal acquisition) related to the instruction function (instruction performance) compared to playing with 3 medals inserted. To put it another way, playing with 2 medals inserted results in lower expected value of medal acquisition based on instruction performance compared to playing with 3 medals inserted.

[0098] In the gaming machine of this embodiment, during the AT (Attack Time) performance state, instruction sequences may be executed when the number of medals inserted is 3, but during the AT performance state, instruction sequences are not executed when the number of medals inserted is 2. In this gaming machine of this embodiment, when the game is played with 2 medals inserted, the batting order bell is not won (see Figure 3), so the batting order navigation sequence is not executed when the game is played with 2 medals inserted. However, even if the machine is configured to allow the batting order bell to be won when the game is played with 2 medals inserted, the batting order navigation sequence may still not be executed when the game is played with 2 medals inserted.

[0099] The processing related to the instruction function includes the advantageous section transition lottery and the process of transitioning the game section to the advantageous section based on the success of the advantageous section transition lottery. The advantageous section transition lottery and the process of transitioning to the advantageous section based on the success of the advantageous section transition lottery may also be referred to as the process related to the advantageous section transition. In the gaming machine of this embodiment, the instruction function control means 51 (performance control means 100) performs the processing related to the advantageous section according to the result of the internal lottery when the game is played with 3 medals inserted in the non-advantageous section, but does not perform the processing related to the advantageous section when the game is played with 2 medals inserted in the non-advantageous section, regardless of the winning pattern obtained as a result of the internal lottery.Therefore, when the game is played with 2 medals inserted, the transition to the advantageous section in which instruction performances can be executed is not determined.In other words, when the game is played with 2 medals inserted, the performance related to instruction performances is lower than when the game is played with 3 medals inserted.

[0100] Furthermore, the instruction function control means 51 can perform lotteries such as CZ lottery, AT lottery, and AT point grant lottery when the number of medals inserted is 3, but these lotteries are not performed when the number of medals inserted is 2. Also, the instruction function control means 51 can update stored values ​​such as a counter that counts the number of remaining games until the ceiling of the non-AT performance state, the AT stock counter 66, the AT game count counter 67, and the AT point counter 68 when the number of medals inserted is 3, but these counters are not updated when the number of medals inserted is 2.

[0101] Furthermore, in games played with two tokens inserted, processing related to the instruction function may be performed. However, even in such cases, the performance of the instruction performance will be lower compared to games played with three tokens inserted. Lower performance of the instruction performance means, for example, that if the processing related to the instruction function is an AT lottery, the frequency of the AT lottery being performed will be lower, or the frequency of the AT lottery being performed will be the same, but the probability of winning will be lower.

[0102] The performance control means 100 controls the display of images on the display device 13, which is one of the performance devices. In the gaming machine according to this embodiment, in a predetermined game, it is possible to play the game by setting the number of medals inserted to either a first predetermined number (3 medals) or a second predetermined number (2 medals). In the predetermined game, when the first predetermined number or the second predetermined number of medals are inserted (bet), the operation of the start lever 24 is activated. Next, when the activated start lever 24 is operated, the game (1 game) begins. Next, as the game begins, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination won in the internal lottery is displayed on the active line (if it is determined that a winning combination has been achieved), the processing corresponding to the winning combination (winning processing) is performed and 1 game ends. On the other hand, if the result of the internal lottery is a loss (not a win), or if it is determined that the winning combination selected in the internal lottery was not achieved, the game ends when each reel 20a to 20c stops. Hereinafter, a game played with the first specified number of tokens (3 tokens) will be called a "3-token game," and a game played with the second specified number of tokens (2 tokens) will be called a "2-token game."

[0103] When a two-coin bet game is started, the performance control means 100 executes a two-coin bet game performance and displays a special image on the display device 13 that indicates (notifies, shows, or suggests) that it is a two-coin bet game. Examples of special images will be described later, but indicating that it is a two-coin bet game means that the fact is directly displayed, or even if the fact is not directly displayed, that it is a special display specifically for two-coin bet games, so that the player can recognize that it is a two-coin bet game.

[0104] The performance control means 100 displays a special image when the start lever 24, which has been activated by inserting a second predetermined number of medals, is operated. The special image is displayed when a two-coin game is started, informing the player that a two-coin game is being played. By seeing the special image, the player can recognize that a two-coin game (a game with low performance in terms of instructional effects) is being played.

[0105] (Special image) Here, using Figure 7, we will show some examples of special images (images for two-card gameplay). Note that special images are not limited to still images; they may also include movement (video). Figure 7(a) shows an example of a special image. This special image is a special background image. The background image is an image depicting a landscape, building, car, character, or symbol, or a combination thereof. Figure 7(b) shows another example of a special image. This special image includes the special image shown in Figure 7(a) and the text "Playing with 2 Coins" (a special text image). Note that when the special image includes the special text image "Playing with 2 Coins," as in Figure 7(b), the background image may be one used in effects other than the 2-coin game effect. When deciding whether to display or not display special images, the decision should be made based on whether the special image shown in Figure 7(a) or Figure 7(b) is displayed or not. However, it is also acceptable to consider only the special character image shown in Figure 7(b) as a special image and decide whether to display or not display that special image. Although not illustrated, in the case of a special image that includes a special character image, as in Figure 7(b), the background image may be a single color (e.g., white or black).

[0106] Next, we will explain the timing for making special images invisible. In the following, "making an image invisible" includes not only hiding the image itself, but also placing another image on a higher layer than the layer on which the image in question is placed (drawn), thereby making the image on the lower layer invisible.

[0107] In a two-coin game, if a replay is won as a result of the internal lottery, when each reel stops in a predetermined stopping pattern (when the symbol combination corresponding to the replay is displayed on the active line), the same number of coins as the number of coins inserted in the two-coin game (i.e., two coins) are then automatically inserted, and the operation of the start lever 24 for the next game is activated. In other words, a winning determination is made based on the stopped symbols, and if it is determined that a replay has been won, the corresponding process (replay process) is performed, and the operation of the start lever 24 for the next game is activated. Note that for a game in which a replay is won, the end of the game may be considered to be the point when the reels stop and it is determined that a replay has been won (i.e., before the actual automatic insertion), or the end of the game may be considered to be the point when the replay process is completed (i.e., after the actual automatic insertion has been performed). In this case, if, in a two-coin bet game where a replay has been won, the special image is not displayed when the two-coin bet game ends (when each reel stops in a predetermined stopping pattern (the stopping pattern corresponding to a replay)), then even though a replay has been won and it has been determined that the next game will also be a two-coin bet game, this fact will not be announced (it will be hidden). Therefore, the player may feel that something is wrong.

[0108] Therefore, in the gaming machine of this embodiment, when a replay is won in a two-coin game, the performance control means 100 continues to display the special image even after the reels have stopped in a predetermined stopping pattern (even after the symbol combination corresponding to the replay has been displayed on the active line). Thus, when a replay is won in a two-coin game, the display of the special image continues even after the reels have stopped in a predetermined stopping pattern, preventing the player from experiencing the aforementioned sense of unease.

[0109] In a two-coin game, if the internal lottery results in a win of a minor role and the minor role is awarded (if the symbol combination corresponding to the minor role is displayed on an active line), the two-coin game ends when the awarding process (payout process) corresponding to that minor role is performed. If a minor role is won but the role is not awarded, the two-coin game ends when each reel stops. Therefore, even if the special image is not displayed as a result of the end of the two-coin game, the player will not feel any discomfort, as would be the case if a replay were won. However, in the gaming machine of this embodiment, if a minor role is won in a two-coin game, the performance control means 100 continues to display the special image even after the two-coin game has ended, regardless of whether the minor role was awarded (whether the symbol combination corresponding to the minor role was displayed on an active line or not). In this configuration, if an unfavorable event occurs for the player (resulting in an unfavorable outcome for the player) due to playing with two coins, it is easy to identify that the cause of the event is playing with two coins. Let me explain in detail. Consider a scenario in a predetermined game where, when a small win is achieved and the small win is awarded (when the symbol combination corresponding to the small win is displayed on an active line), the transition to the AT performance state is determined. Suppose that in this game, the symbol combination corresponding to the small win was displayed on an active line, but the transition to the AT performance state was not determined because two coins were bet instead of three. In this case, if the system is configured, as in this embodiment, so that the display of a special image continues even after the reels stop in a predetermined stopping pattern, it is easy to identify that the reason the transition to the AT performance state was not determined in this game is because two coins were bet. The same applies if, in a predetermined game, when a replay is achieved and the symbol combination corresponding to the replay is displayed on an active line, the transition to the AT performance state is determined, and two coins are bet instead of three.

[0110] Furthermore, if the internal lottery result in a two-coin game is unsuccessful, the performance control means 100 will continue to display the special image even after the reels have stopped in a predetermined stopping pattern. In addition, if a bonus is won in a two-coin game, the performance control means 100 may continue to display the special image even after the reels have stopped in a predetermined stopping pattern, regardless of whether a bonus has been won (whether or not the symbol combination corresponding to the bonus has been displayed on an active line). Furthermore, if a bonus is won in the two-coin game, the special image may be deactivated as a trigger for the determination of the win, and an image indicating that a bonus has been won may be displayed.

[0111] If the process is standardized to continue displaying special images even after the end of a two-coin game (even after the reels have stopped in a predetermined manner), regardless of the results of the internal lottery or whether a predetermined combination has been achieved, the configuration can be simplified, thereby increasing development efficiency and preventing strain on memory capacity.

[0112] Next, consider the case where the special image is displayed continuously, for example, until a predetermined operation related to the next game is performed. In this case, if a player stops playing after a two-coin game has finished, the special image will continue to be displayed until the predetermined operation is performed. This special image is intended to inform the player that a game with poor performance in terms of instruction and presentation has been played, but it may give the impression that the player is in an unfavorable situation (as if a penalty has been imposed), and other players may see the special image displayed and avoid playing on that machine. The processing related to the instruction function is not performed only for the game played with two coins (a two-coin game), and the processing related to the instruction function will be performed in the next game (if it is a three-coin game) (i.e., the penalty will not be carried over). However, if the special image continues to be displayed after the two-coin game has finished, it may give the impression that the processing related to the instruction function will not be performed in the next game either. Furthermore, while the above states that the instruction function processing is not performed only for the game played with two coins, it is also possible to prevent the instruction function processing from being performed for subsequent games after the game played with two coins, for example, for multiple games (i.e., the penalty may be carried over).

[0113] In the gaming machine of this embodiment, the performance control means 100 continues to display a special image after the end of a two-coin game (after the reels have stopped in a predetermined stopping pattern), and when a predetermined condition is met, it executes a demo performance, stopping the display of the special image and displaying a demo image (demo screen). Here, the predetermined condition being met means that the conditions for displaying the demo image are met, which is when, after the end of a game, the player is not playing (no predetermined operation is input to the gaming machine) for a predetermined period of time (for example, 1 minute) (when a predetermined period of time has elapsed without the game being played). The demo image is, for example, an image that attracts the player's interest, and can be a still image or a video. In this way, when the predetermined condition is met while the special image is being displayed, it switches from the special image to the demo image, thus reducing the possibility that the player will see the special image being displayed and avoid playing the game. Here, we will specifically explain the conditions for displaying the demo image (timing of transition to the demo image). When a predetermined time (for example, 1 minute) has elapsed since the third stop operation of the stop button was performed, the conditions for displaying the demo image are met and the demo image is displayed. The phrase "since the third stop operation of the stop button was performed" may also mean "from the time when the last stop button press is detected," or "from the time when the last stop button release is detected," or "from the time when the cessation of rotation of all reels is detected," or "from the time when the performance that is executed triggered by the detection of the last stop button release is completed," etc.

[0114] In the above, the fulfillment of a predetermined condition was defined as the fulfillment of the conditions for displaying the demo image, but this may be changed as follows: The fulfillment of a predetermined condition may be defined as the detection of recovery from a power outage. When the performance control means 100 detects recovery from a power outage while continuing to display a special image after the end of a two-coin game, it stops displaying the special image and displays a normal image (normal screen). A normal image is an image different from the special image or demo image, and is, for example, an image that is basically displayed during the performance state (the image with the highest display rate (probability)), or an image that is displayed at the start of that performance state. In other words, a normal image is an image that is displayed between three-coin games during the performance state.

[0115] Furthermore, for example, in a predetermined performance state (e.g., AT performance state), if a two-coin bet is made and the special image continues to be displayed, the display of the special image may be continued (i.e., the game does not transition to the demo screen) even if a predetermined condition (the condition for displaying the demo image) is met. Since it is advantageous for the player to remain in the AT performance state and the player is unlikely to stop playing, there is little need to hide the special image out of consideration for the next player. Therefore, it may be prioritized to notify that a two-coin bet has been made rather than hiding the special image. Although the predetermined performance state is given as the AT performance state, for example, it may also be during the execution of an animation that is performed to notify whether or not a transition to the AT performance state has been decided in a performance state other than the AT performance state. Also, after winning a bonus, while the bonus is in operation, if a two-coin bet is made and the special image continues to be displayed, the display of the special image may be continued even if a predetermined condition is met. With such a configuration, the state in which the special image is displayed for a long time (e.g., more than 1 minute) without transitioning to the demo screen may attract the player. Furthermore, in a two-coin game, if the reels stop in a predetermined stopping pattern and a bonus is awarded, and the special image continues to be displayed, the display of the special image may be continued even if a predetermined condition is met. This is because, since a bonus has been awarded, the likelihood of the player stopping the game is low, and there is little need to hide the special image out of consideration for the next player.

[0116] Furthermore, if a two-coin bet is played in a predetermined performance state (e.g., AT performance state) and a special image is continuously displayed, and the conditions for displaying a demo image are met, the display of the special image may be continued without displaying the demo image, and the sound may be automatically muted so that the performance sound (BGM), etc., is not output. In this case, if the power has been restored after the two-coin bet has ended but before the conditions for displaying the demo image are met, the normal image for the predetermined performance state (AT performance state) will be displayed. However, if the conditions for displaying a demo image are met in that state, the display of the normal image will be continued without displaying the demo image, and the sound will be automatically muted. Furthermore, if a two-coin bet is played in a predetermined performance state (e.g., AT performance state) and the special image continues to be displayed, and the conditions for displaying a demo image are met, the special image may be disabled, the demo image may be displayed, and the sound may be automatically muted. In this case, if the power has been restored after a two-coin bet but before the conditions for displaying a demo image are met, the normal image for the predetermined performance state (AT performance state) will be displayed. However, if the conditions for displaying a demo image are met in that state, the normal image may be disabled, the demo image may be displayed, and the sound may be automatically muted.

[0117] Next, we will explain the process that occurs when, after the end of a two-coin game (after the reels have stopped in a predetermined stopping pattern), a predetermined condition is met while the special image is still being displayed, and a different image (referred to as a demo image) is displayed instead of the special image. (a) When a demo image is displayed via a special image based on winning a replay in a two-coin game. The performance control means 100, while displaying a demo image (i.e., while not displaying a special image), will, upon receiving the start operation for the next game (the operation that triggers the start of the next game), deactivate the demo image and display (re-display) the special image. The next game here refers to a two-coin game based on a replay win in a two-coin game. The start operation refers to the operation (tilting or pressing) of the start lever 24. When the performance control means 100 detects the operation of the start lever 24, it will deactivate the demo image and display the special image. The same process applies when a normal image (the normal image after power restoration) is displayed instead of a demo image.

[0118] In this way, the special image is displayed again when the next game (a two-coin game) is started, so the player can recognize that the game is a two-coin game. In particular, if a player stops playing after winning a replay in a two-coin game, before starting the next game, the next player can recognize that the previous player played a two-coin game and won a replay.

[0119] Furthermore, although the above describes the processing when a demo image is displayed, a normal image may be displayed after the start of the demo image display and before the next game starts, triggered by a predetermined event (for example, the passage of a predetermined amount of time (end of one turn of demo images)). Similarly, even when a normal image is displayed via a demo image, when the operation to start the next game is performed, the normal image is stopped from being displayed and a special image is displayed as a result of that operation.

[0120] (i) When a demo image is displayed via a special image based on whether a small win was achieved or not in a two-coin game. The performance control means 100, while displaying a demo image (i.e., while not displaying a special image), will, upon the start operation of the next game (operation of the start lever 24) with a 3-coin bet, turn off the demo image and display the image displayed during the execution of a 3-coin bet game (3-coin bet game image). If a normal image (normal image after power outage recovery) was being displayed instead of a demo image, the start operation will turn off the normal image and display the 3-coin bet game image. On the other hand, when the demo image is displayed, if the next game is started with a 2-coin bet (operation of the start lever 24), the performance control means 100 will stop displaying the demo image and display a special image. The same process applies when a normal image (the normal image after power restoration) is displayed instead of a demo image.

[0121] Furthermore, although the above describes the processing when a demo image is displayed, a normal image (or special image) may be displayed in accordance with predetermined triggers (for example, inserting a medal (betting) or the passage of a predetermined amount of time (end of one turn of demo image)) between the start of the demo image display and the start of the next game. In this case, when a normal image (or special image) is displayed via a demo image, if the operation to start the next game is performed with a 3-coin bet, the 3-coin game image will be displayed as a trigger for that start operation. On the other hand, if the operation to start the next game is performed with a 2-coin bet, the special image will be displayed as a trigger for that start operation.

[0122] The gaming machine of this embodiment is Multiple reels with multiple types of symbols arranged on them, Stop buttons provided for the aforementioned multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A prize-winning determination means that determines the winning combination based on the stopping patterns of the plurality of reels, A reel control means that rotates the aforementioned multiple reels for each game and controls the reels to stop in a manner corresponding to the result of an internal lottery when the stop button is operated, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A gaming machine comprising: a performance control means for controlling the display of an image on a display device, In a prescribed game, it is possible to play the game by inserting either the first specified number or the second specified number of game values. The game played with the second specified number of game values ​​invested has lower performance in terms of the instruction and presentation than the game played with the first specified number of game values ​​invested. The aforementioned performance control means is When gameplay begins with the second specified number, a special image indicating that gameplay is being played with the second specified number is displayed on the display device. When a replay is won during gameplay with the second specified number, the display of the special image continues even after the reels have stopped in a predetermined stopping pattern. If a predetermined condition is met while the display of the special image continues, the display of the special image will be stopped. If the operation to start the next game is entered while the special image is not being displayed, the special image will be displayed.

[0123] The gaming machine of this embodiment can appropriately control the notification of information regarding the game at the second predetermined number. (1) When the game at the second predetermined number starts, a special image is displayed, so the player can see the special image and recognize that a two-coin game (a game with low performance regarding instruction and presentation) is being played. (2) Furthermore, if a replay is won during the game at the second predetermined number, the special image continues to be displayed even after the reels stop in a predetermined stopping pattern (even after the symbol combination corresponding to the replay is displayed), so the player does not feel any discomfort because the special image is not displayed despite the player winning a replay (even though the next game is also a two-coin game). (3) Furthermore, if a predetermined condition is met while the special image is being displayed, the special image will not be displayed, so if a player stops playing after winning a replay in a two-coin game, the possibility that other players will avoid playing due to the special image continuing to be displayed can be reduced. (4) Furthermore, if the player inputs the command to start the next game while the special image is not being displayed, the special image will be displayed again, so the player can recognize that the game is being played with the second specified number of spins.

[0124] Furthermore, the gaming machine of this embodiment is Multiple reels 20a to 20c, A setting change means 47 that allows the setting value to be changed, An input receiving means 40 that sets a predetermined number of game values ​​to the input state, An internal lottery means 42 that performs internal lotteries for multiple types of roles, It includes a game state control means 49 that controls transitions between multiple game states, The aforementioned number of specified items includes a first specified number (3 items) and a second specified number (2 items) that is different from the first specified number. The aforementioned multiple types of roles include: The first bonus (RBB1, RBB2) that can be won in the aforementioned first specified number, The second bonus (RBB3, RBB4) that can be won in the aforementioned second specified number is included, The probability of winning a role in the aforementioned internal lottery is set according to the aforementioned setting value. The aforementioned multiple game states include: The initial state (general state) set by initialization, In the initial state, the state to which the first bonus is won is the first bonus-established state (RBB internal state A), In the aforementioned initial state, the state to which the second bonus is achieved (RBB internal state B) is entered when the second bonus is won, The first bonus state (RBB activated state A) is entered when the first bonus is awarded and the first bonus is activated, This includes the second bonus state (RBB activated state B) which is entered when the second bonus is won and the second bonus is activated, The aforementioned first bonus does not activate in games where the aforementioned second specified number of game values ​​are set to the input state. The second bonus does not activate in games where the first specified number of game values ​​are set to the input state. If the aforementioned setting value is changed, the game state can be reset. If the setting value is changed while the game state is in the state where the first bonus is established, the game state is reset. If the setting value is changed while the game state is in the state where the second bonus has been established, the game state will not be reset.

[0125] With this configuration, if the game mistakenly transitions to the first bonus-established state where the predetermined processing related to the instruction function (AT) is not performed, the game state can be cleared by changing the settings. However, in the second bonus-established state where the predetermined processing related to the instruction function is performed, the game state cannot be cleared even by changing the settings. This eliminates the need to transition to the second bonus-established state where the predetermined processing related to the instruction function can be performed each time the power is turned on.

[0126] (Variation 1) Next, a modified example 1 of the gaming machine according to this embodiment will be described. When a two-coin bet game is started, the performance control means 100 executes a two-coin bet game animation and displays a special image on the display device 13 to indicate that it is a two-coin bet game. Furthermore, when a replay is won in a two-coin bet game, the performance control means 100 disables the display of the special image at a predetermined timing (referred to as the first predetermined timing) after the third stop operation of the stop button in that two-coin bet game (after the last stop button press). Furthermore, when a small win is won in a two-coin bet game, the performance control means 100 disables the display of the special image at a predetermined timing (referred to as the second predetermined timing) after the third stop operation of the stop button in that two-coin bet game (after the last stop button press). Note that the operation of pressing the stop button may be rephrased as the operation of pushing the stop button in.

[0127] Hereafter, when referring to a predetermined timing after the third stop operation of the stop button (after the last stop button press), it includes the timing at which the release of the third stop operation of the stop button is detected. The same applies to the modified examples described later. In addition, the performance control means 100 is configured to not display the special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a replay (minor win) is won. However, the performance control means 100 may also be configured to not display the special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a replay (minor win) is won and the replay (minor win) is awarded (when it is determined that a replay (minor win) has been awarded).

[0128] A specific example of Modification 1 is shown below. In the following example, the first predetermined timing and the second predetermined timing are the timings at which it is detected that the third stop operation of the stop button has been released. However, the first predetermined timing and the second predetermined timing may be, for example, the timing after a predetermined time (e.g., 1 minute) has elapsed since the third stop operation of the stop button was performed (demo image transition timing). Also, the first predetermined timing and the second predetermined timing are not limited to the same timing, but may be different.

[0129] When a two-coin bet game is started and the special image shown in Figure 7(a) is displayed, if a replay is won in that two-coin bet game, the special image will not be displayed when it is detected that the third stop operation of the stop button has been released. Also, if a minor win is won in that two-coin bet game, the special image will not be displayed when it is detected that the third stop operation of the stop button has been released.

[0130] This modified example 1 is, Multiple reels with multiple types of symbols arranged on them, Stop buttons provided for the aforementioned multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A prize-winning determination means that determines the winning combination based on the stopping patterns of the plurality of reels, A reel control means that rotates the aforementioned multiple reels for each game and controls the reels to stop in a manner corresponding to the result of an internal lottery when the stop button is operated, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A gaming machine comprising: a performance control means for controlling the display of an image on a display device, In a prescribed game, it is possible to play the game by inserting either the first specified number or the second specified number of game values. The game played with the second specified number of game values ​​invested has lower performance in terms of the instruction and presentation than the game played with the first specified number of game values ​​invested. The aforementioned performance control means is When gameplay begins with the second specified number, a special image indicating that gameplay is being played with the second specified number is displayed on the display device. When a replay is won during gameplay with the second specified number, the special image is not displayed at a predetermined timing after the last press of the stop button. If a minor win is achieved during gameplay with the second specified number of spins, the special image will not be displayed at a predetermined timing after the last press of the stop button.

[0131] According to this modified example 1, (1) When gameplay begins with the second specified number of spins, a special image is displayed, allowing the player to recognize that a two-coin bet game (a game with low performance in terms of instruction and presentation) is being played by seeing the special image. (2) In a two-coin bet game, whether a replay is won or a small win is won, the special image will not be displayed at a predetermined timing after the last stop button operation. In other words, in a two-coin bet game, whether a replay is won or a small win is won, the special image will not continue to be displayed after the third stop operation of the stop button. Therefore, the possibility that other players (the next player) will avoid playing due to the special image continuing to be displayed after the end of a two-coin bet game can be reduced. (3) Furthermore, since the same process of not displaying the special image at a predetermined timing is used whether a replay is won or a small win is won, the processing can be simplified, improving development efficiency and preventing pressure on memory capacity.

[0132] Furthermore, if the special image is as shown in Figure 7(b), when a two-coin game is started and the special image is displayed, if a replay is won in the two-coin game, the special character image may be disabled when it is detected that the third stop operation of the stop button has been released. Similarly, if a minor win is won in the two-coin game, the special character image may be disabled when it is detected that the third stop operation of the stop button has been released.

[0133] Furthermore, if the special image consists solely of a special character image, when a two-coin game is started, the special image (special character image as a special special image) may be displayed superimposed on the image based on the currently running animation, as shown in Figure 8. In this case, when a two-coin game is started and the special image (special character image) is displayed, if a replay is won in the two-coin game, the special image (special character image) may be disabled when it is detected that the third stop operation of the stop button has been released. Similarly, if a small win is achieved in the two-coin game, the special image (special character image) may be disabled when it is detected that the third stop operation of the stop button has been released.

[0134] (Modification 2) Next, a modified example 2 of the gaming machine according to this embodiment will be described. When a two-coin game is started, the performance control means 100 executes a two-coin game performance and displays a special image on the display device 13 to indicate that it is a two-coin game. Furthermore, when a replay is won in a two-coin game, the performance control means 100 does not disable the display of the special image at a predetermined timing (referred to as the first predetermined timing) after the third stop operation of the stop button in the two-coin game (i.e., it continues to display the special image). Furthermore, when a small win is won in a two-coin game, the performance control means 100 disables the display of the special image at a predetermined timing (referred to as the second predetermined timing) after the third stop operation of the stop button in the two-coin game. Furthermore, while the performance control means 100 is configured not to hide the special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a replay is won, the performance control means 100 may also be configured not to hide the special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a replay is won and the replay is awarded (when it is determined that a replay has been awarded). Furthermore, while the performance control means 100 is configured to not display a special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a small win is achieved, the performance control means 100 may also be configured to not display a special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a small win is achieved and the small win is confirmed (when it is determined that a small win has been confirmed).

[0135] A specific example of Modification 2 is shown below. In the following example, the first predetermined timing and the second predetermined timing are the timing at which it is detected that the stop button has been released after the third stop operation. However, the first predetermined timing and the second predetermined timing may be, for example, the timing after a predetermined time (e.g., 1 minute) has elapsed since the third stop operation of the stop button was performed (demo image transition timing). Also, the first predetermined timing and the second predetermined timing are not limited to the same timing, but may be different.

[0136] When a two-coin bet game is started and the special image shown in Figure 7(a) is displayed, if a replay is won in that two-coin bet game, the special image will not disappear when it is detected that the third stop operation of the stop button has been released (i.e., the special image will continue to be displayed). On the other hand, if a small win is won in that two-coin bet game, the special image will disappear when it is detected that the third stop operation of the stop button has been released. Furthermore, in the former case (when a replay is won), even if a predetermined amount of time (for example, 1 minute) has elapsed since the third stop operation of the stop button was performed while the special image was displayed, the display of the special image will continue (the demo screen will not be displayed).

[0137] In the following two specific examples, the first predetermined timing and the second predetermined timing are defined as the timing after a predetermined time has elapsed since the third stop operation of the stop button was performed.

[0138] When a two-coin bet game is started and the special image shown in Figure 7(a) is displayed, if a replay is won in that two-coin bet game, the special image will not disappear after a predetermined time (for example, 1 minute) has elapsed since the third stop operation of the stop button (i.e., the special image will continue to be displayed, and the game will not transition to the demo screen). On the other hand, if a minor win is won in that two-coin bet game, the special image will disappear after a predetermined time (for example, 1 minute) has elapsed since the third stop operation of the stop button (i.e., the game will transition to the demo screen). In other words, when a replay is won, even at the time when the demo image would be displayed if a minor win were won, the demo image will not be displayed. Furthermore, in the former case (when a replay is won), the special image will not be hidden even if it is detected that the third stop button has been released. Also, in the latter case (when a minor role is won), the special image will not be hidden even if it is detected that the third stop button has been released.

[0139] When a two-coin bet game is started and the special image shown in Figure 7(b) is displayed, and a replay is won in that two-coin bet game, the special image (at least the background image) will not disappear after a predetermined time (for example, 40 seconds) has elapsed since the third stop operation of the stop button was performed (i.e., the display of the special image will continue, and the game will not transition to the demo screen). On the other hand, if a small win is achieved in this two-coin game, the special image (at least the background image) will not be displayed after a predetermined time (for example, 40 seconds) has elapsed since the third stop operation of the stop button was performed (i.e., the game will switch to the demo screen). In the former case (when a replay is won), the special image (background image) may not disappear when it is detected that the third stop operation of the stop button has been released, but only the special character image may disappear. Furthermore, in the latter case (when a minor role is won), the special character image may be made invisible when it is detected that the third stop operation of the stop button has been released. In addition, the special image (at least the background image) that was made invisible when the demo screen transition occurred may be made visible at a predetermined trigger (for example, when a medal is inserted in the next game).

[0140] This modified example 2 is, Multiple reels with multiple types of symbols arranged on them, Stop buttons provided for the aforementioned multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A prize-winning determination means that determines the winning combination based on the stopping patterns of the plurality of reels, A reel control means that rotates the aforementioned multiple reels for each game and controls the reels to stop in a manner corresponding to the result of an internal lottery when the stop button is operated, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A gaming machine comprising: a performance control means for controlling the display of an image on a display device, In a prescribed game, it is possible to play the game by inserting either the first specified number or the second specified number of game values. The game played with the second specified number of game values ​​invested has lower performance in terms of the instruction and presentation than the game played with the first specified number of game values ​​invested. The aforementioned performance control means is When gameplay begins with the second specified number, a special image indicating that gameplay is being played with the second specified number is displayed on the display device. When a replay is won during gameplay with the second specified number, the special image will not be hidden at a predetermined timing after the last press of the stop button, If a minor win is achieved during gameplay with the second specified number of spins, the special image will not be displayed at a predetermined timing after the last press of the stop button.

[0141] According to this modified example 2, (1) When the game starts with the second set of numbers, a special image is displayed, so the player can see the special image and recognize that a two-coin game (a game with low performance regarding instruction and effects) is being played. (2) When a replay is won in a two-coin game, the special image will not disappear at a predetermined timing after the last stop button press (the special image will continue to be displayed). This prevents the player from feeling confused when a replay is won in a two-coin game, due to the special image not being displayed despite the replay being won (even though the next game is also a two-coin game). (3) Also, when a small win is won in a two-coin game, the special image will not be displayed at a predetermined timing after the last stop button press. This reduces the possibility that other players (the next player) will avoid playing if the special image continues to be displayed when the player stops playing after winning a small win in a two-coin game.

[0142] (Variation 3) Next, a third modified example of the gaming machine according to this embodiment will be described. When a two-coin bet game is started, the performance control means 100 executes a two-coin bet game animation and displays a special image on the display device 13 to indicate that it is a two-coin bet game. Furthermore, when a replay is won in a two-coin bet game, the performance control means 100 does not stop displaying the special image at a predetermined timing (referred to as the first predetermined timing) after the third stop operation of the stop button in that two-coin bet game (i.e., it continues to display the special image). In addition, if a settlement process (described later) is executed at a timing after the first predetermined timing, the performance control means 100 also displays the special image after the settlement process is completed (ended). Furthermore, while the performance control means 100 is configured not to hide the special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a replay is won, the performance control means 100 may also be configured not to hide the special image at a predetermined timing after the third stop operation of the stop button in a two-coin game when a replay is won and the replay is awarded (when it is determined that a replay has been awarded).

[0143] Although not shown in the illustration, the front door of the gaming machine according to this embodiment is provided with a settlement button (settlement operation unit). This settlement button is formed to be pressable and is used to execute a settlement process that dispenses medals (game value). In the settlement process based on the operation of the settlement button, medals set for at least one of bets or credits are dispensed. In other words, the target of settlement based on the operation of the settlement button includes not only medals set for credits but also medals set for bets. When medals are set for both bets and credits, there are, for example, the following two patterns of settlement based on the operation of the settlement button. The first pattern is a settlement pattern in which both medals set for bets and medals set for credits are dispensed at once with a single operation of the settlement button. The second pattern is a settlement pattern in which only the medals set for bets are dispensed with the first operation of the settlement button, and the medals set for credits are dispensed with a second operation of the settlement button after the medals set for bets have been dispensed.

[0144] In the context of settlement processing, the term may refer to the period from when the blocker moves to an unauthorized position based on the press of the settlement button, until the medals are dispensed, and after a predetermined time has elapsed, until the blocker moves to an authorized position. Alternatively, the settlement processing may refer to the period from when the settlement button is pressed (or when the blocker moves to an unauthorized position) until the output of the voice notification indicating the completion of settlement (settlement completion voice) (for example, "Settlement complete") ends. Furthermore, if there is a period of silence after the output of the settlement completion voice, the settlement processing may refer to the period until that silence has elapsed.

[0145] When a replay is won in a two-coin game, the performance control means 100 does not stop displaying the special image at a predetermined timing after the third stop operation in the two-coin game (a predetermined timing after the last stop button is pressed), but continues to display the special image. Furthermore, when the performance control means 100 detects that the settlement process has started at a timing after the predetermined timing, it starts executing the performance related to the settlement process, stops displaying the special image, and displays an image (settlement image, settlement screen) on the display device 13 to indicate that the settlement process is in progress. Finally, when the settlement process is completed (when the performance control means 100 receives a signal indicating that the settlement process is completed), it displays the special image on the display device 13.

[0146] A specific example of Modification 3 is shown. The first predetermined timing is defined as the timing at which it is detected that the third stop operation of the stop button has been released. When a two-coin game is started and a special image (Figure 7(a)) is displayed, if a replay is won in the said two-coin game, the special image will not disappear at the timing at which it is detected that the third stop operation of the stop button has been released, but will continue to be displayed. Then, when the settlement process starts, the special image will disappear and a settlement image (not shown) will be displayed. Then, when the settlement process is completed, the settlement image will disappear and the special image will be displayed.

[0147] Furthermore, the first predetermined timing is defined as the time (for example, 1 minute) that has elapsed since the third stop operation of the stop button was performed. When a two-coin bet game is started and a special image (Figure 7(a)) is displayed, and a replay is won in the said two-coin bet game, the special image will continue to be displayed instead of disappearing at the predetermined time (for example, 1 minute) that has elapsed since the third stop operation of the stop button was performed (the timing at which the demo image would start to be displayed if another role (for example, a minor role) was won). When the settlement process begins, the special image will disappear and a settlement image (not shown) will be displayed. When the settlement process is completed, the settlement image will disappear and the special image will be displayed.

[0148] In the two examples above, the settlement image is displayed during the settlement process, but it may also be as follows: When a two-coin game is started and a special image (Figure 7(a)) is displayed, if a replay is won in the said two-coin game, the special image will not disappear when it is detected that the third stop operation of the stop button has been released (or when a predetermined time (e.g., 1 minute) has elapsed since the third stop operation of the stop button was performed), but will continue to be displayed. Furthermore, even when the settlement process starts, the special image will continue to be displayed instead of the settlement image, and the special image will continue to be displayed even after the settlement process is completed. In this example, the settlement image is not displayed while the settlement process is being executed, but a predetermined sound (settlement notification sound) is output to notify that the settlement process is in progress. In this way, although the settlement image is not displayed during the settlement process, the player can recognize that settlement is being performed because the settlement notification sound is output.

[0149] This modified example 3 is, Multiple reels with multiple types of symbols arranged on them, Stop buttons provided for the aforementioned multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A prize-winning determination means that determines the winning combination based on the stopping patterns of the plurality of reels, A reel control means that rotates the aforementioned multiple reels for each game and controls the reels to stop in a manner corresponding to the result of an internal lottery when the stop button is operated, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A gaming machine comprising: a performance control means for controlling the display of an image on a display device, In a prescribed game, it is possible to play the game by inserting either the first specified number or the second specified number of game values. The game played with the second specified number of game values ​​invested has lower performance in terms of the instruction and presentation than the game played with the first specified number of game values ​​invested. The aforementioned performance control means is When gameplay begins with the second specified number, a special image indicating that gameplay is being played with the second specified number is displayed on the display device. When a replay is won during gameplay with the second specified number, the special image is not hidden at a predetermined timing after the last press of the stop button. If the settlement process is executed at a time after the predetermined timing, the special image will be displayed even after the settlement process is completed.

[0150] According to this modified example 3, (1) When the game starts with the second specified number of spins, a special image is displayed, so the player can see the special image and recognize that a two-coin bet game (a game with low performance regarding instructional effects) is being played. (2) When a replay is won in a two-coin bet game, the special image will not disappear at a predetermined timing after the last stop button press (the special image will continue to be displayed). This prevents the player from feeling confused when a replay is won in a two-coin bet game, due to the special image not being displayed despite the replay being won (even though the next game is also a two-coin bet game). (3) Also, if the settlement process is executed while the special image is displayed after a two-coin bet game, the special image will be displayed again after the settlement process is completed. Even if the player stops playing as soon as the settlement process is completed, the special image will be displayed after the settlement process is completed, so other players (the next player) can see the special image and recognize that a two-coin bet game (a game with low performance regarding instructional effects) has been played.

[0151] (Third stop operation pressed) Here, the state in which the third stop operation, that is, the final stop button operation, is held down is referred to as "third stop operation pressed." Next, we will explain what happens when a power outage occurs while the third stop operation is pressed, with a two-coin game in progress and a special image being displayed. (α) When playing with two coins and winning a replay. (α1) The performance control means 100 displays a normal image instead of a special image if, while a two-coin game is in progress and a special image is being displayed, a power outage occurs while the third stop operation is being pressed, and power is restored while the third stop operation is being pressed. By displaying a normal image instead of a special image after power is restored, the possibility that other players might avoid playing due to the special image continuing to be displayed if the player stops playing can be reduced. (α2) The performance control means 100 displays the special image if, while a two-coin game is in progress and a special image is being displayed, a power outage occurs while the third stop operation is being pressed, and power is restored while the third stop operation is being pressed. Since the special image is displayed again after power is restored, it is possible to prevent the player from feeling confused due to the special image not being displayed despite winning a replay. (α3) The performance control means 100 will not display the special image (special character image) if, while a two-coin game has started and a special image (special character image in Figure 8) is being displayed, a power outage occurs while the third stop operation is being pressed, and power is restored while the third stop operation is being pressed. This reduces the possibility that other players may avoid playing the game due to the continued display of the special image (special character image). (β) When playing with two coins and winning a small prize. (β1) The performance control means 100 displays a normal image instead of a special image if, while a two-coin game is in progress and a special image is being displayed, a power outage occurs while the third stop operation is being pressed, and power is restored while the third stop operation is being pressed. By displaying a normal image instead of a special image after power is restored, the possibility that other players may avoid playing due to the special image continuing to be displayed if the player stops playing can be reduced. (β2) The performance control means 100 will not display the special image (special character image) if, while a two-coin game has started and a special image (special character image in Figure 8) is being displayed, a power outage occurs while the third stop operation is being pressed, and power is restored while the third stop operation is being pressed. This reduces the possibility that other players may avoid playing the game due to the continued display of the special image (special character image).

[0152] (Second Embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment. In other words, the number of tokens required for one game (prescribed number) is set to 2 or 3 tokens depending on the game state, and it is possible to play the game by inserting (betting) 2 or 3 tokens. The explanation of the configuration which is the same as that of the gaming machine of the first embodiment will be omitted or simplified.

[0153] In a slot machine as a gaming device, a lottery is held for winning combinations based on the player's bet of tokens (game value) and operation of the start lever, and multiple reels with various symbols rotate. Then, the reels stop sequentially according to the lottery results and the player's operation of the stop button, and when a combination of symbols corresponding to a winning combination is displayed on an active line (a payout line), a predetermined number of tokens are paid out, and the player is granted a game benefit (game benefit). In such a slot machine, in order to limit the speed at which the player plays, for example, after activating the stop button in the previous game, the player must wait for at least a predetermined wait time before activating the stop button in the next game.

[0154] Furthermore, when a stop button is operated, the operation of other stop switches is temporarily disabled based on the stop control of the reel corresponding to that stop button. As a result, the player cannot perform the next operation until the operation of the other stop switches is reactivated. For example, there is a known technique that does not allow the next reel to stop unless a predetermined time has elapsed since a stop operation was performed on any one of the multiple reels, and the number of reels that are fully energized is less than two. If the player cannot operate the stop switches corresponding to other rotating reels until each reel has stopped, the game time will be longer. In particular, players may try to time their button presses to stop a specific symbol on a specific reel on an active line in order to identify a winning combination early, or to avoid missing a winning combination after identifying one. If the player tries to time their button presses carefully, the game time may be longer.

[0155] To avoid such prolonged gameplay, it is conceivable to determine the winning combination and announce the game result or pay out medals before all the reels have stopped. However, if the game result is announced or medals are paid out before the player has determined that they have finished a game, it may cause distrust or discomfort among the player. This embodiment provides a gaming machine that can alleviate this distrust among players.

[0156] The gaming machine according to this embodiment includes: a winning type lottery means that performs a winning type lottery based on the operation of a start switch; a reel control means that starts the rotation of a plurality of reels, each having a plurality of different symbols arranged thereon, in response to the operation of the start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a predetermined stop switch that has been activated; and a determination means that performs a winning determination when at least all of the reels have finished stopping and the operation of a specific operated stop switch has been released.

[0157] The gaming machine according to this embodiment includes: a winning type lottery means that performs a winning type lottery based on the operation of a start switch; a reel control means that starts the rotation of a plurality of reels, each having a plurality of different symbols arranged thereon, in response to the operation of the start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a predetermined stop switch that has been activated; and a determination execution means that performs a process based on a winning determination when at least all of the reels have finished stopping and the operation of a specific operated stop switch has been released.

[0158] The gaming machine according to this embodiment includes: a winning type lottery means that performs a winning type lottery based on the operation of a start switch; a reel control means that starts the rotation of a plurality of reels, each having a plurality of different symbols arranged thereon, in response to the operation of the start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a predetermined stop switch that has been activated; and a determination means that performs a winning determination when at least the reel corresponding to the last stopped stop switch has finished stopping and the operation of the specific stop switch that was operated has been released.

[0159] The gaming machine according to this embodiment includes: a winning type lottery means that performs a winning type lottery based on the operation of a start switch; a reel control means that starts the rotation of a plurality of reels, each having a plurality of different symbols arranged thereon, in response to the operation of the start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a predetermined stop switch that has been activated; and a determination execution means that performs a process based on a winning determination when at least the reel corresponding to the last stopped stop switch has finished stopping and the operation of the specific stop switch that was operated has been released.

[0160] (Mechanical configuration of slot machine 100) As shown in Figures 9 and 10, the slot machine 100 as a gaming machine is provided with a casing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the casing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and three reels 110 (left reel 110a, middle reel 110b, and right reel 110c) are provided in the casing 102 at positions corresponding to the symbol display window 108, each of which is rotatably and independently provided. On the outer surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, multiple types of symbols are arranged in each of the 20 equally divided areas, as shown in the symbol arrangement in Figure 11. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108.

[0161] An operating panel mounting base 112 is formed at the top of the front lower door 106, and the operating panel mounting base 112 is equipped with a medal insertion section 114, a bet switch (bet button) 116, a start switch (start lever) 118, a stop switch (stop button) 120, an effect switch (effect button) 122, etc. The medal insertion section 114 accepts the insertion of medals as game value through the medal insertion slot 114a. The bet switch 116 inserts (bets) a predetermined number of medals required for one game from the medals electrically stored (hereinafter simply referred to as credits) inside the slot machine 100.

[0162] The start switch 118 is composed of, for example, a lever capable of detecting tilting operations, and detects the player's operation to start the game. The stop switches 120 (stop switches 120a, 120b, and 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, and detect the player's stopping operations. When the stop switches 120 are in a state where they can be stopped, the first time the player stops one of the stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop, stopping one of the two remaining stop switches 120 is called the second stop operation. After the second stop, stopping the last remaining stop switch 120 is called the third stop operation. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and rotation operations.

[0163] A liquid crystal display unit 124 is provided at the upper center of the front upper door 104 to display various images related to the performance. In addition, performance lamps 126, which are made up of, for example, high-brightness light-emitting diodes (LEDs), are provided at the top and left and right sides of the front upper door 104. Speakers 128 are provided at the left and right positions of the liquid crystal display unit 124 on the back of the front upper door 104 and at the left and right positions on the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones.

[0164] The control panel mounting base 112 is equipped with a main credit display unit 130 and a main payout display unit 132. Between the symbol display window 108 and the control panel mounting base 112, there is a sub-credit display unit 134 and a sub-payout display unit 136. The main credit display unit 130 and sub-credit display unit 134 display the number of credited medals (credit count), while the main payout display unit 132 and sub-payout display unit 136 display the number of medals paid out.

[0165] Below the reels 110 inside the casing 102, a medal dispensing device (medal hopper) 142 is provided for dispensing medals from the medal dispensing port 140a. Furthermore, a receiving tray 140 is provided at the lower front of the front lower door 106 for storing the medals dispensed from the medal dispensing port 140a. A power switch 144 is also provided inside the casing 102. The power switch 144 is operated by an administrator managing the slot machine 100 and is used to switch between two states: power off and power on.

[0166] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (payout rate) in stages, and is expressed in six stages, for example, from 1 to 6. Generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting can be changed, the setting value is increased by 1. For example, when the setting value is changed to one of the six setting values, and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144 is operated and the power is turned on.

[0167] In the slot machine 100, once the game is ready to start and a predetermined number of tokens have been bet, the active paylines are activated and the operation of the start switch 118 becomes valid. Here, betting includes inserting credited tokens through the operation of the bet switch 116, inserting tokens through the token insertion unit 114, and automatically inserting tokens based on the display of a replay symbol on an active payline. The active payline is the line used to determine the winning combination, and in this embodiment, there is one such line.

[0168] When the player operates the start switch 118, the game begins, the left reel 110a, the middle reel 110b, and the right reel 110c rotate, and a lottery for winning types is performed. Then, according to the operation of the stop switches 120a, 120b, and 120c, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped, respectively. Then, based on the results of the lottery for winning types and the combination of symbols displayed on the active lines, if a winning combination that is eligible for a medal payout is achieved, the medals are paid out. If the player does not win a winning type that is eligible for a medal payout, or if they win but the symbols do not land, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop.

[0169] In this embodiment, the above-mentioned game 1 refers to the game from the time when a medal is inserted through the medal insertion unit 114, when credited medals are inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay symbol on an active line, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are controlled to stop in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive a medal payout is hit, the medal payout is performed. Furthermore, if the player fails to win a prize that is eligible for a medal payout, or if they win a prize but do not receive a payout, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of a game may be interpreted as the player operating the start switch 118 instead of inserting a medal or winning a replay. The number of times such a game is repeated is defined as the number of games.

[0170] (Electrical configuration of slot machine 100) Figure 12 is a block diagram showing the schematic electrical configuration of the slot machine 100. As shown in Figure 12, the slot machine 100 is equipped with a control board that includes a main control board 200 (main control unit) which controls the progress of the game, and a sub-control board 202 (sub-control unit) which controls the effects according to the progress of the game. Furthermore, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is restricted to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud.

[0171] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. In addition, even if the power is cut off, the data in the main RAM 200c will not be erased unless a setting change is made and a RAM clear is performed.

[0172] Furthermore, the main control board 200 has functional units such as initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, determination means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0173] The main control board 200 receives various detection signals from the inserted medal detection unit 114b, which detects when medals are inserted into the medal slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c. Based on the received detection signals, the main CPU 200a performs various processes.

[0174] The initialization means 300 executes the initialization process on the main control board 200. The betting means 302 places a bet for the tokens to be used in the game. The winning type lottery means 304, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is correct, and more specifically, whether a winning type that includes the winning combination is correct, as will be described in more detail later.

[0175] The reel control means 306 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively. Furthermore, the reel control means 306, in response to the operation of the start switch 118, extends the time from when the operation of the stop switches 120a, 120b, and 120c was activated in the previous game until the player activates the stop switches 120a, 120b, and 120c to display the lottery results for the winning type (they are deactivated after the operation of the stop switches 120a, 120b, and 120c is completed in the previous game) beyond the prescribed time, and during that time, it may perform a reel effect (freeze effect) in which the reels 110a, 110b, and 110c are rotated in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.

[0176] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c respectively, and the detection signal from the rotation position detection circuit 154, transmitted from the reel control means 306 in response to the operation signal of the stop switch 120.

[0177] The determination means 308 determines whether or not a combination of symbols corresponding to a winning combination is displayed on an active line. Here, the display of a combination of symbols corresponding to a winning combination on an active line is sometimes simply referred to as a win. The payout control means 310 pays out a number of medals (value) corresponding to the winning combination based on whether or not a combination of symbols corresponding to a winning combination has been displayed on an active line (a win has been achieved). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals dispensed.

[0178] The game state control means 312 refers to the result of the winning type lottery and the result of the determination means 308 and transitions the game state to one of several types of game states. The performance state control means 314 refers to the result of the winning type lottery, the result of the determination means 308 and the game state transition information and transitions the performance state to one of several types of performance states.

[0179] The command transmission means 316 sequentially determines game-related commands in conjunction with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the performance state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.

[0180] Furthermore, the main control board 200 is equipped with a random number generator (random number generation means) 200d. The random number generator 200d sequentially increments a count value, loops within a predetermined numerical range, and obtains a random number by extracting the count value at a predetermined point in time. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game prize to be given to the player, for example, by the winning type lottery means 304 to determine the winning type.

[0181] (Sub-control board 202) Furthermore, the sub-control board 202, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs, etc., and a sub-RAM 202c which functions as a work area, and controls the performance in particular based on commands from the main control board 200. Also, like the main RAM 200c, the sub-RAM 202c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off. In addition, the sub-control board 202 is also provided with a random number generator (random number generation means) 202d, like the main control board 200, and the random numbers generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0182] Furthermore, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function through the cooperation of the sub-CPU 202a with the sub-RAM 202c based on a program stored in the sub-ROM 202b.

[0183] The initialization determination means 330 executes the initialization process on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122 and determines the game performance to be performed by the liquid crystal display unit 124, speaker 128, and performance lamp 126 based on the received command. Specifically, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124, the lighting data for the performance through lighting equipment such as the performance lamp 126, sub-credit display unit 134, and sub-payout display unit 136, and also determines the audio data that constitutes the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined game performance. Note that the performance also includes auxiliary performances (instruction performances). The auxiliary animation is an animation that, in the lottery for the winning type, notifies the player of the correct operation of stop switches 120a, 120b, and 120c, which are the conditions for winning the correct role, when a winning type is selected where the correct role (a specific role) and an incorrect role overlap. Through this auxiliary animation, the player can easily display the symbol combination corresponding to the correct role on the active line. The animation state in which this auxiliary animation is performed is called the AT (Assist Time) animation state. In addition, a so-called ART (Advanced Replay Time) game state may be used in which the AT animation state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel.

[0184] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the liquid crystal display unit 124, the effect lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as the main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute auxiliary effects in the AT effect state.

[0185] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line, the reel control means 306 controls the reel to stop so that the symbols stop on the active line. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 306 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 306 determines which symbol to pull onto the active line according to a predetermined priority order, and then stops the reel after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line. When the stop switch 120 is pressed, if there are symbols on the active line that constitute a combination of symbols corresponding to a winning combination other than the winning combinations that can be awarded, the reel control means 306 also performs a so-called kick-away process in parallel to prevent those symbols from stopping on the active line. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order and operation timing) as a winning condition, the reel control means 306 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line according to the player's operation pattern.

[0186] When a winning area is selected, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a winning area containing a small win is selected, but the symbol combination corresponding to that winning win cannot be displayed on the active line during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning area containing the small win was selected, and this right cannot be carried over to the next game. On the other hand, if a winning area containing the winning win "RBB" is selected, the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning win "RBB" is displayed on the active line. Furthermore, if an internal winning flag corresponding to a winning area containing a replay is set, one of the replay combinations within that winning area will be displayed on an active line. After the necessary processing to allow the next game to proceed without requiring any tokens is completed, the internal winning flag will be turned OFF.

[0187] (Reel rotation and stopping process) In the slot machine 100, the reels 110a, 110b, and 110c are rotated and stopped by operating various switches such as the bet switch 116, start switch 118, and stop switch 120, and the player can win medals according to the stopping result. Here, the rotation and stopping processes of the reels 110a, 110b, and 110c in response to the operation of the start switch 118 and the stop switches 120a, 120b, and 120c are described in detail.

[0188] When the player operates the start switch 118, the reel control means 306 starts the rotation of reels 110a, 110b, and 110c (hereinafter, starting the rotation of reel 110 is referred to as "start rotation"). The reel control means 306 then increases the rotation speed of reels 110a, 110b, and 110c (hereinafter, the state in which the rotation speed is increasing is referred to as the acceleration state), and when it reaches a predetermined speed (less than 80 rpm / min), it maintains that predetermined speed (hereinafter, the state in which it is rotating while maintaining the speed is referred to as the constant speed state). When all the indices that identify the position of reels 110a, 110b, and 110c have been detected, the reel control means 306 activates the operation of stop switches 120a, 120b, and 120c. Furthermore, the player can determine whether the operation of stop switches 120a, 120b, and 120c is valid or invalid by the color of the backlight emitted by each stop switch 120a, 120b, and 120c. For example, if the operation of stop switches 120a, 120b, and 120c is valid, the backlights of stop switches 120a, 120b, and 120c will illuminate blue, and if the operation of stop switches 120a, 120b, and 120c is invalid, the backlights of stop switches 120a, 120b, and 120c will illuminate red. The illumination colors and timing will be described in detail later based on a flowchart.

[0189] However, the reel control means 306 activates the operation of the stop switches 120a, 120b, and 120c only if the index is detected and predetermined permission conditions are met. The permission conditions are described below.

[0190] As described above, the bet switch 116, start switch 118, and stop switch 120 are exposed on the slot machine 100 for easy operation, and players can touch them at any time. However, even if a player operates each switch, the operation will not be processed effectively unless the switch is activated. For example, when a game ends, the bet switch 116 is activated, and when a bet is made, the start switch 118 is activated, and when the start switch 118 is operated, the reels 110a, 110b, and 110c start to rotate, and when the reels 110a, 110b, and 110c are ready to stop, the stop switches 120a, 120b, and 120c are activated, and the reels 110a, 110b, and 110c are stopped respectively.

[0191] Therefore, after operating the start switch 118, the player waits for the operation of the stop switches 120a, 120b, and 120c to be activated, and then operates the activated stop switches 120a, 120b, and 120c to stop the reels 110a, 110b, and 110c. Since the stop switches 120 can be operated at any time, after the operation of the start switch 118 is activated, the player can operate the start switch 118 while operating (pressing) any of the stop switches 120a, 120b, and 120c that have not yet been activated. However, if the operation of the stop switches 120a, 120b, and 120c is not activated, their operation will not be processed effectively, and only the operation of the start switch 118 will be processed effectively, and the reel control means 306 will start rotating the reels 110a, 110b, and 110c in response to the operation of the start switch 118. Then, after detecting all the indices for reels 110a, 110b, and 110c, the reel control means 306 activates the stop switches 120a, 120b, and 120c when it is time to activate them for a single game. However, if the stop switches 120 have already been operated at this time and have not been released (i.e., remain in the ON state), the operation of the stop switches 120a, 120b, and 120c will be accepted as soon as they are activated, and the reels 110 will begin to stop.

[0192] Thus, if the operation of stop switches 120a, 120b, and 120c is activated and the operation is accepted immediately, the following problem may arise. That is, since the stopping positions of reels 110a, 110b, and 110c are determined based on the starting rotation positions of reels 110a, 110b, and 110c, the player can adjust the starting rotation positions of reels 110a, 110b, and 110c in advance during the previous game, and stop reels 110a, 110b, and 110c at the desired position without any manual stopping, in other words, they can perform what is called manual stopping assistance.

[0193] Furthermore, even if the stop switch 120 is malfunctioning and remains fixed in the ON state, as soon as the operation of stop switches 120a, 120b, and 120c is activated, the operation of stop switches 120a, 120b, and 120c will be effectively accepted, and the game will continue despite the malfunction of stop switches 120a, 120b, and 120c.

[0194] Furthermore, even if a player accidentally presses and holds down the stop switch 120 while operating the start switch 118, the operation of stop switches 120a, 120b, and 120c will still be validly accepted. As a result, the reel 110 corresponding to the incorrectly operated stop switch 120 will stop, which is different from the stop switch 120 that should have been operated or the stop switch 120 that the player was trying to operate. Consequently, for example, if the game is in a pseudo-bonus game state (AT game state), the stopping operation may differ from the correct operation, potentially preventing the player from obtaining the intended game benefit.

[0195] Therefore, in this embodiment, when the reel control means 306 detects the timing for activating the operation of stop switches 120a, 120b, and 120c in one game, i.e., when the operation of the operated stop switches 120a, 120b, and 120c is released, it will not activate the operation of stop switches 120a, 120b, and 120c unless the operation of stop switches 120a, 120b, and 120c has been released. Therefore, the permission condition described above is that the stop switches 120a, 120b, and 120c are released (not operated).

[0196] Figures 13 to 15 are explanatory diagrams for illustrating the rotation and stopping processes of reels 110a, 110b, and 110c. Figure 13 shows the operating timing of the stop switch 120 and reels 110, while Figures 14 and 15 show their display modes. In Figures 14 and 15, the arrows indicate that each reel 110 is rotating. Inactive stop switches 120 are shown with cross-hatching, and active stop switches 120 are shown in white. For the sake of explanation, this describes the operation of stop switches 120a, 120b, and 120c in the order of stopping reels 110a, 110b, and 110c, the so-called sequential pressing order. However, it goes without saying that this can be applied to any of the six possible pressing orders.

[0197] Assume that at time (a) in Figure 13, the player operates (presses) the stop switch 120a, and while maintaining the pressed state (ON state) as shown in Figure 14(a), operates the start switch 118 at time (b) in Figure 13. When the start switch 118 is operated, the reel control means 306 energizes the stepping motors 152 corresponding to the reels 110a, 110b, and 110c in 1-2 phase, as shown in Figure 14(b), and starts the rotation of the reels 110a, 110b, and 110c, respectively. Then, when the reels 110a, 110b, and 110c have passed through an acceleration state and reached a predetermined speed (less than 80 rpm / min) at time (c), for example, 167 msec later, the reel control means 306 continues the 1-2 phase excitation and transitions to a constant speed state.

[0198] Here, after reels 110a, 110b, and 110c reach a constant speed state, assume that at time (d) in Figure 13, all indices for reels 110a, 110b, and 110c have been detected. When all indices for reels 110a, 110b, and 110c are detected, the reel control means 306 would normally activate the operation of stop switches 120a, 120b, and 120c, as shown by the dashed line. However, at time (d), the pressed state of stop switch 120a is maintained (the permission condition is not met), so the reel control means 306 does not activate the operation of stop switches 120a, 120b, and 120c while the pressed state of stop switch 120a is maintained, as shown in Figure 14(c). Therefore, the player cannot stop the reels 110a, 110b, and 110c through the stop switches 120a, 120b, and 120c.

[0199] Then, at point (e) in Figure 13, when the player releases the stop switch 120a, the reel control means 306 detects all the indices of reels 110a, 110b, and 110c and satisfies the permission conditions, and activates the operation of stop switches 120a, 120b, and 120c as shown in Figure 14(d). In this way, the player can stop reels 110a, 110b, and 110c through stop switches 120a, 120b, and 120c. Here, we have used the example of stop switch 120a, where, with stop switch 120a operated, all indices of reels 110a, 110b, and 110c are detected, and when the operation of stop switch 120a is released, the operation of stop switches 120a, 120b, and 120c is activated. However, it goes without saying that the same process is performed for other stop switches 120b and 120c, not just in this specific case.

[0200] Thus, by configuring the system so that the operation of stop switch 120 is not activated until the permission conditions are met, as soon as the operation of stop switches 120a, 120b, and 120c is activated, the operation of stop switch 120a, 120b, and 120c (in this case, stop switch 120a) is immediately accepted, and the stopping of reel 110a does not begin. Therefore, the player cannot perform so-called "eye-stop assistance". Also, if any of stop switches 120a, 120b, or 120c malfunctions, that stop switch 120a, 120b, or 120c cannot be operated effectively, thus preventing the game from continuing with a broken stop switch 120a, 120b, or 120c. Furthermore, even if the player mistakenly operates a stop switch 120 other than the one they were supposed to operate or intended to operate, that operation will not be accepted, and the game can proceed appropriately.

[0201] In this explanation, we have described an example in which the reel control means 306 detects all the indices of reels 110a, 110b, and 110c while the stop switch 120 is operated, and when the permission condition (the operation of stop switches 120a, 120b, and 120c is released) is met, the operation of stop switches 120a, 120b, and 120c is activated. However, if the end of the acceleration state or the start of the constant speed state can be determined without detecting the indices, for example, if the end of the acceleration state or the start of the constant speed state can be determined by measuring the time required from the start of the acceleration state until at least the acceleration is completed, then the end of the acceleration state or the start of the constant speed state can be used instead of detecting the indices. Here, the reel control means 306 operates the stop switches 120a, 120b, and 120c, and when the acceleration state of the reels 110a, 110b, and 110c ends, if the permission condition (the operation of the stop switches 120a, 120b, and 120c is released) is not met, it does not activate the operation of the stop switches 120a, 120b, and 120c, but if the permission condition is met, it activates the operation of the stop switches 120a, 120b, and 120c. Alternatively, if the reel control means 306 operates the stop switches 120a, 120b, and 120c and the reels 110a, 110b, and 110c enter a constant speed state, and the permission condition (the operation of stop switches 120a, 120b, and 120c is released) is not met, the reel control means 306 will not activate the operation of stop switches 120a, 120b, and 120c, but will activate the operation of stop switches 120a, 120b, and 120c if the permission condition is met.

[0202] Alternatively, the same process can be achieved by preventing the detection of any indices in the first place when the stop switch 120 is operated. Specifically, when the stop switch 120 is operated, the reel control means 306 does not detect indices, or even if it does detect indices, it disables the detection of those indices. In this way, regardless of whether the permission conditions are met or not, when the stop switch 120 is operated, it is possible to avoid enabling the operation of stop switches 120a, 120b, and 120c.

[0203] In response to the activation of the operation of stop switches 120a, 120b, and 120c, when a player operates stop switch 120a at time (f) in Figure 13, the reel control means 306 deactivates the operation of stop switch 120a that was operated, as well as the operation of stop switches 120b and 120c corresponding to reels 110b and 110c that have not yet been stopped (i.e., the operation of all stop switches 120a, 120b, and 120c). The reel control means 306 then determines the symbols that are within the pull-in range at the time of operation as stop symbols (determines the number of slide frames) and maintains rotation for the number of slide frames so as to pull the stop symbols onto the active line. Therefore, it takes 0 to 189 msec (a predetermined time within 190 msec) to rotate for the number of slide frames from the operation of stop switch 120a, including the reaction time for operation detection and interrupt processing.

[0204] Next, when the reel 110a reaches a stopping position at time (g) in Figure 13 in which the determined stop pattern can be stopped on the active line, the reel control means 306 energizes all phases of the stepping motor 152 corresponding to the reel 110a and starts the stopping process of the reel 110a so as not to switch the energized phase (hereinafter, starting the stopping process by energizing all phases is referred to as the stopping start). In this way, the rotational speed of the reel 110a decreases (hereinafter, the state in which the rotational speed is decreasing is referred to as the deceleration state), and as shown in Figure 15(a), it stops at time (h) approximately 13 msec after the start of the stopping process (hereinafter, the state in which the rotational speed decreases and the reel 110 stops as a result of the stopping start is referred to as the stopping completion), and maintains the stopped state (hereinafter, the state in which the stop is maintained is referred to as the stopped state). This all-phase energization continues for 200 msec and is released at time (i). Upon opening the full-phase excitation, the reel control means 306 activates the operation of the stop switches 120b and 120c corresponding to the reels 110b and 110c that have not yet been stopped and are still rotating. The rotational state indicating the operating state of the reel 110 is represented by one of the above-mentioned acceleration state, constant speed state, deceleration state, or stopped state.

[0205] Next, when the player operates the stop switch 120b at time (j) in Figure 13, the reel control means 306, as with the operation of the stop switch 120a, disables the operation of the operated stop switch 120b and the stop switch 120c corresponding to the reel 110c that has not yet been stopped. The reel control means 306 then determines the symbols that are within the pull-in range at the time of operation as the stop symbols and maintains rotation for a number of sliding frames to pull the stop symbols onto the active line.

[0206] Next, when the reel 110b reaches a stopping position where the determined stop symbol can be stopped on the active line at time (k) in Figure 13, the reel control means 306 energizes all phases of the stepping motor 152 corresponding to the reel 110b and starts the stopping process for the reel 110b so that the energized phase does not switch. In this way, the reel 110b stops at time (l) in Figure 13, approximately 13 msec after the start of the stopping process, as shown in Figure 15(b). However, the all-phase excitation continues for 200 msec and is released at time (m). With the release of the all-phase excitation, the reel control means 306 activates the operation of the stop switch 120c corresponding to the reel 110c, which has not yet undergone the stopping process.

[0207] Here, the stop completion condition is determined by whether or not the full-phase excitation has been released for all reels 110a, 110b, and 110c. However, if the so-called slide-push system, which allows the player to operate the stop switches 120a, 120b, and 120c consecutively, is not employed, then by the time the third stop of the stop switch 120 becomes possible, the first stopped reel 110 and the second stopped reel 110 will have already finished stopping. Therefore, instead of determining whether or not the full-phase excitation has been released for all reels 110a, 110b, and 110c as the stop completion condition, it may be possible to determine whether or not the full-phase excitation has been released for the reel 110 corresponding to the third stopped (last stopped) stop switch 120. Furthermore, this example shows that 200 msec is measured from the start of all-phase excitation, the excitation is released after 200 msec has elapsed, and the operation of the stop switch 120c corresponding to the reel 110c that has not yet been stopped is activated upon release of the excitation. However, instead of determining whether all-phase excitation has been released for all reels 110a, 110b, and 110c as the stop completion condition, it is also possible to determine whether 200 msec has elapsed since all-phase excitation was started, and activate the operation of the stop switch 120c corresponding to the reel 110c that has not yet been stopped accordingly. This substitution of the stop completion condition can be applied to all processes described below.

[0208] Next, when the player operates the stop switch 120c at time (n) in Figure 13, the reel control means 306 disables the operation of the operated stop switch 120c, similar to when the stop switch 120b is operated. The reel control means 306 then determines the symbols that are within the pull-in range at the time of operation as the stop symbols and maintains rotation for a number of sliding frames to pull the stop symbols onto the active line. Subsequently, when the reel 110c reaches a stopping position at time (o) in Figure 13 where the determined stop symbols can be stopped on the active line, the reel control means 306 energizes all phases of the stepping motor 152 corresponding to the reel 110c and starts the reel 110c stop process so as not to switch the energized phase. Thus, as shown in Figure 15(c), the reel 110c stops at time (p) in Figure 10, approximately 13 msec after the start of the stop process. This full-phase excitation is maintained for 200 msec and released at time (q).

[0209] Then, when all reels 110a, 110b, and 110c have stopped, and at time (q) in Figure 13, the predetermined stop completion conditions are met, that is, when all phases of excitation are released for all reels 110a, 110b, and 110c, and the operation of the last operated (third stop operation) stop switch 120 (in this case, stop switch 120c) is released, the determination means 308 determines which predetermined combination (winning combination) the symbol combination displayed on the active line corresponds to.

[0210] Next, the performance control means 334 notifies information relating to the symbol combination displayed on the active line. For example, if the winning type "Common Bell A" is determined by the winning type lottery and the stopping completion condition is met, and the symbol combination displayed on the active line indicates the winning role "Small Role 1", the performance control means 334 notifies through the liquid crystal display unit 124 that the winning role "Small Role 1" has been won, as shown in Figure 15(d). Furthermore, the notification of information relating to the symbol combination displayed on the active line is not limited to notification through the liquid crystal display unit 124, but may also include, in addition to or instead of notification, performances corresponding to the winning role and the symbol combination that has been won, or outputting a payout sound from the speaker 128 in accordance with the payout of medals.

[0211] In this way, when all phases of excitation are released for all reels 110a, 110b, and 110c, and the operation of the last operated stop switch 120 (in this case, stop switch 120c) is released, a judgment process is executed, and an image indicating that the combination of symbols displayed on the active line is the winning combination "Small Win 1" (an image corresponding to the "Bell" symbol) is displayed, so that the player can reliably recognize the combination of symbols and will not feel any distrust or discomfort. The image displayed on the liquid crystal display unit 124 to indicate that the combination of symbols displayed on the active line is the winning combination "Small Win 1" is, as described above, an image corresponding to the "Bell" symbol displayed on the active line, in order to prevent misinterpretation of the game result.

[0212] Furthermore, similar to the performance control means 334, if, for example, the winning type "Common Bell A" is determined by the winning type lottery, and after the stop completion condition is met, the payout control means 310 pays out 11 medals corresponding to the winning role "Small Role 1" if the combination of symbols displayed on the active line indicates the winning role "Small Role 1".

[0213] In this way, by dispensing medals only when all phases of excitation have been released for all reels 110a, 110b, and 110c, and the last operated stop switch 120 (in this case, stop switch 120c) has been released, medals will not be dispensed before a game has finished. Therefore, players will not feel any distrust or unease.

[0214] Furthermore, as described above, the determination means 308, the performance control means 334, and the payout control means 310 each perform their respective processes in response to the conditions for completion of stopping being met. Here, the determination means 308 determines whether or not a combination of symbols corresponding to the winning role determined by the winning type lottery is displayed on the active line, the performance control means 334 notifies information regarding the winning role displayed on the active line, and the payout control means 310 pays out the number of medals corresponding to the winning role displayed on the active line. These processes are sometimes collectively referred to as post-stop completion processing. In addition, the performance control means 334 and the payout control means 310 execute processes based on the winning determination of the determination means 308, and these two means are sometimes collectively referred to as determination execution means. Furthermore, the processes based on the winning determination include the automatic insertion of medals for the next game based on the display of a replay symbol on the active line, the transition to the bonus game state (RBB active game state) based on the winning of a bonus symbol, the transition to the RT game state based on the winning of a replay symbol to transition to the RT game state, and the transition to the AT performance state based on the display of the winning type lottery results to transition to the AT performance state. Therefore, the player can understand the game result through at least one of the post-stop processing steps. Specifically, by operating (pressing) the last stop switch 120, the reel control means 306 starts stopping the corresponding reel 110. Since the reel 110 stops within 190 msec due to all-phase excitation, at least 200 msec measured by the timer from the start of stopping will have all reels 110a, 110b, and 110c stopped, and the player will be able to see the result of the game. However, if the player has not yet released the stop switch 120 at that point (is still holding it down), the judgment means 308, the performance control means 334, and the payout control means 310 will not perform the post-stop completion processing. Here, only the player can grasp the result of the game through the symbol display window 108. Only when the player releases the stop switch 120 will the judgment means 308, the performance control means 334, and the payout control means 310 perform the post-stop completion processing. Ideally, if all reels 110a, 110b, and 110c have been stopped, the slot machine 100 can recognize the game result internally based on the result of the winning type lottery, the order in which the stop operations were performed, and the timing of the operations. However, before all reels 110a, 110b, and 110c have finished stopping, or before the last stop switch 120 has been released, the player may not be able to grasp (visually confirm) the game result, or the player may not have finished playing the game. Performing post-stop completion processing under such circumstances would cause distrust and discomfort to the player. Here, by setting the completion condition as when all reels 110a, 110b, and 110c have stopped and all stop switches 120 have been released, the player's distrust and discomfort can be eliminated. Furthermore, other people who can visually see the entire slot machine 100, and others who can hear the sound of the medals being dispensed, can also grasp the game result. Therefore, the player can know the game result alone and bask in a sense of superiority even before the post-stop processing is completed.

[0215] Also, in the above description, as an example of the stop completion condition, an example was given where all the reels 110a, 110b, and 110c have completed stopping and the operation of the operated stop switch 120 has been released. However, not limited to such a case, as the stop completion condition, it may be that all the reels 110a, 110b, and 110c have completed stopping and the operations of all the stop switches 120a, 120b, and 120c have been released.

[0216] In this case, the player can perform the following operations. That is, as described above, the player can operate (hold down) the last stop switch 120 and maintain the held state to delay the execution of the post-stop completion processing by the determination means 308, the effect control means 334, and the payout control means 310. Also, here, the release of the operations of all the stop switches 120a, 120b, and 120c is included as the stop completion condition. Therefore, even if the player holds down another stop switch 120 while maintaining the held state of the last stop switch 120 and then releases the held state of the last stop switch 120 while maintaining the held state of the other stop switch 120, since the operation of any one of the stop switches 120 has not been released previously (since the operations of all the stop switches 120a, 120b, and 120c have not been released), still, the post-stop completion processing is not executed. Also, not only for the last stop switch 120, but also when the pressed state of the stop switch 120 that has stopped for the first or second time is maintained, the post-stop completion process is not executed. For example, assume that when the stop switch 120 is stopped for the first or second time, the operation of other stop switches 120 is enabled regardless of whether the pressed state is maintained. Here, while maintaining the pressed state of the stop switch 120 that has stopped for the first or second time, operate the other enabled stop switch 120, and assume that the third stop is completed while the stop switch 120 that has stopped for the first or second time has not been released. At this time, even if the player presses another stop switch 120 while maintaining the pressed state of the stop switch 120 that has stopped for the first and / or second time, and then releases the pressed state of the stop switch 120 that has stopped for the first or second time while maintaining the pressed state of the other stop switch 120, since the operation of any of the stop switches 120 has not been released before (since the operations of all the stop switches 120a, 120b, 120c have not been released), the post-stop completion process is still not executed. In this way, as long as the pressed state of any of the stop switches 120a, 120b, 120c is maintained, the post-stop completion process is not executed, and the player can delay the execution of the post-stop completion process by the determination means 308, the effect control means 334, and the payout control means 310 even by switching the stop switches 120a, 120b, 120c that are in the pressed state.

[0217] With such a configuration, the player's distrust and discomfort can be wiped away. Also, before the post-stop completion process is carried out, the player can be immersed in a sense of superiority while only the player himself / herself grasps the game result and enjoys the operation of switching the stop switches 120a, 120b, 120c that are in the pressed state.

[0218] Furthermore, in this system, the payout control means 310 dispenses medals after the full-phase excitation of all reels 110a, 110b, and 110c has been released. Therefore, the timing of the excitation (full-phase excitation) of the reels 110 and the timing of the operation of the medal dispensing device 142 can be made different, thus preventing the total amount of current allowed for all devices managed by the main control board 200 from being exceeded. Consequently, it becomes unnecessary to prepare a high-current power supply to drive the medal dispensing device 142 while the reels 110 are being excited, thus reducing costs.

[0219] Furthermore, even if the full-phase excitation of all reels 110a, 110b, and 110c has not been released, depending on the current capacity of the power supply, medal dispensing may begin earlier. For example, if the power supply allows an overlap between the excitation timing of one reel 110 and the timing when the medal dispensing device 142 is driven, then it is sufficient that the excitation timing of the remaining two reels 110 and the timing when the medal dispensing device 142 is driven do not overlap, and medal dispensing will begin after the full-phase excitation of the reel 110 corresponding to the second stop switch 120 has been released. Similarly, if the power supply allows for overlap between the excitation timing of multiple (e.g., 2) reels 110 and the timing of the medal dispensing device 142, then it is sufficient that the excitation timing of the reels 110 and the timing of the medal dispensing device 142 do not overlap for a number of reels obtained by subtracting the allowed number of reels from the total number of reels (e.g., 3-2=1). Therefore, medal dispensing begins after the full-phase excitation of the reels 110 (e.g., the first reel 110 to finish stopping) has been released.

[0220] Furthermore, the timing of the start of payouts may be switched depending on whether or not the medal payout device 142 needs to be driven. For example, if the medal payout device 142 needs to be driven, payouts may be started after all phases of the reels 110a, 110b, and 110c have been released, or at a predetermined timing thereafter. If the medal payout device 142 does not need to be driven, for example, if all the dispensed medals can be stored in the credits (without actual medal payout), payouts may be started at any timing after the determination means 308 has determined the game result.

[0221] In this description, the payout control means 310 pays out medals in response to the fact that all phases of the reels 110a, 110b, and 110c have been released and the last operated stop switch 120 has been released. However, the payout control means 310 may also pay out medals at a predetermined timing (for example, 10 msec later) after confirming that all phases of the reels 110a, 110b, and 110c have been released and the last operated stop switch 120 has been released.

[0222] Furthermore, although the reel control means 306 was described as starting the stop process for each reel 110a, 110b, and 110c by exciting all phases of the stepping motors 152 corresponding to each reel 110a, 110b, and 110c, the stop process is not limited to exciting all phases; it is sufficient to simply excite them, and the stop process may be started with single-phase excitation. Also, when rotation control is performed with single-phase excitation or 1-2 phase excitation, if the final stop position is to be the position of a specific single phase, the stop may be achieved by applying single-phase excitation to that specific single phase. Also, when rotation control is performed with single-phase excitation or 1-2 phase excitation, if the final stop position is to be the position of a specific single phase, the stop may be achieved by applying three-phase excitation including that specific single phase and the phases before and after it. Furthermore, when rotational control is performed using two-phase excitation or one-to-two-phase excitation, if the final stopping position is to be the position of a specific two-phase system, two-phase excitation may be applied to that specific two-phase system to bring it to a stop.

[0223] Furthermore, while the stopping of reels 110a, 110b, and 110c is described here as the release of all-phase excitation of reels 110a, 110b, and 110c, or the elapsed of 200 msec since the start of all-phase excitation, the stopping of reels 110a, 110b, and 110c is not limited to these cases. For example, the stopping of reels 110a, 110b, and 110c can be considered complete in various states, such as when the result of the winning type lottery is displayed on the active line so that the player can understand (visually see) it, or when the determined stopping symbol has come within a predetermined range of steps from the corresponding step number of the stepping motor 152 when it stops on the active line.

[0224] Furthermore, although this explanation uses an example where the reel control means 306 controls three reels 110a, 110b, and 110c, the number of reels 110 is not limited to this case; it may be two or fewer, or four or more. Regardless of the number of reels 110, if the stop switch 120 corresponding to the other rotating reels 110 cannot be operated until any reel 110 stops, the game time may become longer, as described below. For example, this may occur when a player carefully stops the reels so that a predetermined symbol on a predetermined reel stops on an active line in order to identify a winning combination early, or in order to avoid missing a winning combination after identifying one, or when a high-paying winning combination is won, for example, when 11 medals are dispensed sequentially. As a result, the game time in one game may exceed the wait time (4.1 seconds), potentially slowing down the progress of the game itself. Here, once the operation of stop switch 120 becomes effective, any stop switch 120 can be operated regardless of the operating status (operation or non-operation) of the other stop switches 120 and the corresponding reel rotation status (accelerating, constant speed, decelerating, stopped). Therefore, regardless of the number of reels 110, there is a high probability that the game can be played without the game time in one game exceeding the wait time (4.1 seconds) (the game can be played at full weight).

[0225] Furthermore, in this explanation, we have described an example in which the determination means 308 determines the symbol combination displayed on the active line in response to the fact that all phases of excitation have been released for all reels 110a, 110b, and 110c, and the operation of the last operated stop switch 120 has been released, and in response to the determination result, the performance control means 334 notifies information relating to the symbol combination displayed on the active line, and the payout control means 310 pays out the number of medals corresponding to the winning combination. However, notwithstanding this case, the determination means 308 can determine the symbol combination displayed on the active line at the time the stop switch 120 was last operated, so the performance control means 334 may notify information relating to the symbol combination displayed on the active line, and the payout control means 310 may pay out the number of medals corresponding to the winning combination in response to the fact that all phases of excitation have been released for all reels 110a, 110b, and 110c, and the operation of the last operated stop switch 120 has been released. In this way, it is possible to dispel any distrust or unease the players may have.

[0226] Furthermore, although this explanation describes an example in which the determination means 308, the performance control means 334, and the payout control means 310 perform post-stop processing on the condition that all phases of excitation are released for all reels 110a, 110b, and 110c, and the operation of the last operated stop switch 120 is released, the post-stop processing may be performed not limited to this case, but simply by releasing all phases of excitation for all reels 110a, 110b, and 110c (even if the operation of the last operated stop switch 120 is not released). With this configuration, it becomes possible to notify the game result early, regardless of the operation time from when the player starts operating the stop switch 120 until when they release it.

[0227] The specific processes in the main control board 200 and the sub-control board 202 will be explained below based on flowcharts.

[0228] (Main processing of the main control board 200) Figure 16 is a flowchart showing the main processing of the main control board 200. Here, we will first explain the outline of one game after initialization, following the main processing of the main control board 200, and then explain the details of each process. In addition, here we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switches 120a, 120b, 120c) are activated at the start of the process and deactivated at the end of the process.

[0229] (Step S100) When the slot machine 100 is powered on via the power switch 144 and becomes energized, the initialization means 300 performs an initialization process in preparation for the start of gameplay. The initialization means 300 continuously generates backup data while the power is on and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the stored backup data to restore the machine to its state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the machine will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear) the main RAM 200c.

[0230] (Step S200) Next, the betting means 302 places a bet through the player's operation of the bet switch 116 or by inserting a medal into the medal insertion unit 114. The command transmission means 316 generates an insertion command indicating that the operation has been performed and transmits the generated insertion command to the sub-control board 202.

[0231] (Step S300) Next, the winning type lottery means 304 activates the game start operation on the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 304 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 304 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when the winning role "RBB" is determined in the winning type lottery, the game state control means 312 transitions the game state from a non-internal game state to an RBB internal game state.

[0232] Furthermore, after the lottery result is determined in response to the operation of the start switch 118, the command transmission means 316 generates a winning type command that includes the lottery result of the winning type lottery (winning type or not winning) and information regarding the game state, and transmits the generated winning type command to the sub-control board 202.

[0233] (Step S400) When the start switch 118 is operated, the reel control means 306 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c are rotating at a constant speed (steady state), the process moves to step S500.

[0234] (Step S500) Subsequently, when the reel control means 306 activates the stop switches 120a, 120b, and 120c and accepts the operation of the stop switches 120a, 120b, and 120c by the player, it performs stop control on any one of the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operation. Further, when any one of the stop switches 120a, 120b, and 120c is operated, the command transmission means 316 generates a stop command (first stop command, second stop command, third stop command) indicating the information of the operated stop switch 120a, 120b, or 120c each time an operation is made, and sequentially transmits the generated stop command to the sub-control board 202. Such reel stop processing S500 will be described in detail later.

[0235] (Step S600) Next, the determination means 308 determines which of the predetermined combinations the symbol combination displayed on the active line corresponds to (the winning combination), and as will be described in detail later, according to the symbol combination, if it is within the advantageous section and a small winning combination is won, the net increase count is updated. Further, when the symbol combination displayed on the active line is a symbol combination corresponding to the winning combination "RBB" in the internal RBB game state, the game state control means 312 shifts the game state from the internal RBB game state to the RBB operating game state. Further, when a winning command including the number of medals paid out when a symbol combination corresponding to a small winning combination is displayed on the active line or the symbol combination displayed on the active line is displayed, the command transmission means 316 generates a winning command and transmits the generated winning command to the sub-control board 202.

[0236] (Step S700) Furthermore, the payout control means 310, based on the symbol combinations displayed on the active line (the stopping patterns of the reels 110), executes a payout process for the medals corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line, and automatically executes a process to place a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line. In addition, the command transmission means 316 generates a payout command indicating that a payout process has been performed when a medal payout process has been completed, and transmits the generated payout command to the sub-control board 202.

[0237] (Step S800) The game state control means 312 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of medals are dispensed during the RBB-operated game state. The performance state control means 314 changes the performance state and changes between the advantageous section and the non-advantageous section. The command transmission means 316 generates a game transition command including the changed game state or performance state, etc., when the game state or performance state is changed, and transmits the generated game transition command to the sub-control board 202. Thus, when the transition process S800 is completed, the game ends.

[0238] Here, when it is decided to transition to the pseudo-bonus performance state, the performance state control means 314 causes the reel control means 306 to execute the first reel performance indicating the transition to the pseudo-bonus performance state described above, and the pseudo-bonus performance state starts from the next game.

[0239] One game is executed through a series of processes from step S200 to step S800. Thereafter, the process from step S200 to step S800 is repeated.

[0240] (Reel stop process S500) Figure 17 is a flowchart showing the reel stopping process in step S500 described above. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0241] (Step S501) First, the reel control means 306 initializes a temporary switch illumination flag (a predetermined flag) for determining whether the operation of the stop switches 120a, 120b, and 120c is enabled or disabled. Here, the temporary switch illumination flag consists of a 3-bit bit sequence, where each bit corresponds to one of the three stop switches 120a, 120b, and 120c, and is represented as enabled = 1 (ON) and disabled = 0 (OFF). Therefore, as an initialization of the temporary switch illumination flag, the reel control means 306 sets all bits of the temporary switch illumination flag to 0. Note that here, enabled = 1 (ON) and disabled = 0 (OFF) are used, but enabled = 0 (ON) and disabled = 1 (OFF) may also be used.

[0242] (Step S502) Next, the reel control means 306 refers to the temporary switch illumination flags of each of the stop switches 120a, 120b, and 120c, and updates the switch illumination flags based on the contents of the temporary switch illumination flags (overwriting the contents of the switch illumination flags with the contents of the temporary switch illumination flags). Here, the switch illumination flag consists of a 3-bit bit sequence, where each bit corresponds to one of the three stop switches 120a, 120b, and 120c, and is represented as enabled = 1 (ON) and disabled = 0 (OFF). The switch illumination flag operates in accordance with the temporary switch illumination flag. Then, in the interrupt processing that operates in parallel every 1.49 msec, the reel control means 306 refers to the updated switch illumination flag and, through the output port, if the switch illumination flag is 1, that is, if the operation of the stop switch 120 is enabled, the backlight of the stop switch 120 is illuminated in blue, and if the switch illumination flag is 0, that is, if the operation of the stop switch 120 is disabled, the backlight of the stop switch 120 is illuminated in red. The player can determine whether the stop switch 120 is active or inactive by visually checking the backlight of the stop switch 120. The reason for updating the switch illumination flag with the contents of the temporary switch illumination flag is to set the temporary switch illumination flag in the interrupt of the reel stop process S500, and then reflect this in the illumination of the backlight of the stop switch 120 in the next interrupt, and also as a countermeasure for the case where the state in which the stop switch 120 is operated is maintained before the rotation of the reel 110 begins, as described above.

[0243] (Step S503) Next, the reel control means 306 checks whether an error has occurred. For example, the reel control means 306 checks for abnormal conditions such as "dispensing abnormal error," "reverse flow error," "insertion abnormal error," and "stagnation error." Here, the abnormal condition "dispensing abnormal error" occurs when, other than when dispensing medals, the ON state of the passage sensor of the dispensing medal detection unit (not shown) continues for a predetermined time (e.g., 6 msec) or longer. The abnormal condition "reverse flow error" occurs when, while accepting medal insertion, the passage order of the medals is incorrect at the two passage sensors of the inserted medal detection unit 114b. The abnormal condition "insertion abnormal error" occurs when, after a predetermined time (e.g., 269 msec) or more has elapsed since closing the blocker (not shown), the passage sensor of the inserted medal detection unit 114b is ON, or when, while accepting medal insertion, the difference between the number of medals that passed in the correct order at the two passage sensors of the inserted medal detection unit 114b and the number of medals that passed through the R chute sensor (not shown) is greater than a certain amount. The abnormal condition "stagnation error" occurs when the pass sensor of the inserted medal detection unit 114b remains ON for a predetermined time (e.g., 132 msec) or longer, or when the insertion detection sensor of the medal insertion slot 114a remains ON for a predetermined time (e.g., 533 msec) or longer.

[0244] (Step S504) Next, the reel control means 306 refers to the index flag and obtains the index of the rotating reels 110a, 110b, and 110c. Note that the index flag is only set after the reels 110a, 110b, and 110c have reached a constant rotation speed. In other words, the setting of the index flag also indicates that the reels 110a, 110b, and 110c have reached a constant rotation speed.

[0245] (Step S505) As a result of step S504, if an index has been detected for all reels 110a, 110b, and 110c, the reel control means 306 proceeds to step S506. If there are any reels 110 for which an index has not been detected, the process from step S501 is repeated.

[0246] (Step S506) Next, the reel control means 306 refers to the stopped reel information and identifies the reels 110a, 110b, and 110c whose stopping process has already been completed or started, in response to the player's operation of the stop switch 120.

[0247] (Step S507) Next, the reel control means 306 identifies the non-stopped rotating reels 110a, 110b, and 110c from the result of step S506 and sets a spinning flag. Here, the spinning flag consists of a 3-bit bit sequence, where each bit corresponds to one of the three reels 110a, 110b, and 110c, and is represented as constant speed = 1, acceleration, deceleration, or stopped state = 0. The reel control means 306 also identifies the stop switches 120a, 120b, and 120c corresponding to the rotating reels 110a, 110b, and 110c, i.e., the operable stop switches 120a, 120b, and 120c.

[0248] (Step S508) Next, the reel control means 306 sets the temporary switch illumination flags corresponding to the operable stop switches 120a, 120b, and 120c identified in step S507 to 1 (ON).

[0249] (Step S509) Next, the reel control means 306 refers to a predetermined input port (for example, port number "0") and obtains the current status value of the input port. The value of such an input port functions as an operation flag. Here, the operation flag consists of a 3-bit bit sequence, where each bit corresponds to one of the three stop switches 120a, 120b, and 120c, and is represented as (operated = 1, not operated = 0).

[0250] (Step S510) Next, the reel control means 306 calculates the logical AND of the reel rotation flag and the operation flag. Here, if the reel is rotating and the stop switch 120 corresponding to that reel has been operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is rotating, the logical AND is 1.

[0251] (Step S511) If, as a result of step S510, there is at least one bit whose logical AND is 1, that is, if the reel 110 is rotating and the stop switch 120 corresponding to that reel 110 is operated, the process moves to step S512. If there are no bits whose logical AND is 1, the process from step S502 is repeated.

[0252] (Step S512) Next, the reel control means 306 calculates the logical AND of the switch illumination flag and the operation flag. Here, if the stop switch 120 is enabled and the stop switch 120 has been operated, the logical AND is 1.

[0253] (Step S513) If, as a result of step S512, there is only one bit with a logical AND of 1, that is, the stop switch 120 is valid and only one stop switch 120 is being operated, the process moves to step S514. If there are no bits with a logical AND of 1, or if there are two or more bits with a logical AND of 1, the process from step S501 is repeated.

[0254] The reason for including step S513 in addition to step S511 is, as mentioned above, to enable the operation of stop switches 120a, 120b, and 120c only when the permission conditions are met. In other words, if step S513 is not included and the stop switch 120 is operated before the rotation of the reel 110 begins, the moment an index is detected (YES in S505), the logical AND of the reel rotation flag and the operation flag becomes 1 (YES in S511), and the stop process starts immediately.

[0255] Here, by providing step S513, the switch illumination flag will not become 1, thus preventing the stop process from starting immediately. Specifically, if the stop switch 120 is operated before the start switch 118 is operated, the operation flag becomes 1, and whether this is before or after the rotation of the reels 110 begins, if indices are detected for all reels 110a, 110b, and 110c, the logical AND of the reel rotation flag and the operation flag becomes 1 in step S510 (YES in S511). However, if the stop switch 120 is operated before the reel 110 starts rotating, the temporary switch illumination flag will be 1, but the NO path in step S513 will be repeated without going through the NO path in step S511. As a result, the temporary switch illumination flag will be reset to 0 (OFF) in step S501, and the switch illumination flag will never be 1 (ON). Consequently, in step S513, the logical AND of the switch illumination flag and the operation flag will never be 1, and the stop process will not start immediately.

[0256] On the other hand, if the stop switch 120 is not operated and indices are detected for all reels 110a, 110b, and 110c, the logical AND of the reel rotation flag and the operation flag becomes 0 in step S510 (NO in S511), and the process from step S502 is repeated without going through step S501. In this case, the temporary switch illumination flag of 1 is not reset in step S501, and is updated to the switch illumination flag in step S502. Therefore, the backlight of the stop switch 120 illuminates in blue in step S502. Subsequently, when the stop switch 120 is operated, the logical AND of the reel rotation flag and the operation flag becomes 1 in step S510, and the logical AND of the switch illumination flag and the operation flag becomes 1 in step S512 (YES in S513), so the stop process is started appropriately. Thus, even if the stop switch 120 is operated before the rotation of the reel 110 begins, no stopping process is performed. If the stop switch 120 is operated after the index has been detected for all reels 110a, 110b, and 110c, the stopping process can be performed appropriately.

[0257] Looking at the above configuration from another perspective, it looks like this: First, at step S508, when the indices of all reels 110a, 110b, and 110c are detected, the temporary switch illumination flag (a predetermined flag) is turned ON. At this time, if the operation of stop switches 120a, 120b, and 120c is not released, the result in step S511 will not be NO, and through the NO in step S513, the temporary switch illumination flag is reset to 0 in step S501. Then, in step S502, the switch illumination flag is updated, so as long as the stop switch 120 is being operated, the switch illumination flag will not become 1. In the end, the sequence S501 → S502 → S508 → S513 is repeated, and the operation of stop switches 120a, 120b, and 120c is not activated.

[0258] On the other hand, if the operation of stop switches 120a, 120b, and 120c is released, the following operation occurs. That is, in step S508, the temporary switch illumination flags corresponding to the operable stop switches 120a, 120b, and 120c become 1 (ON). Then, even if the reels 110a, 110b, and 110c are rotating, if there has been even one instance where the stop switches 120a, 120b, and 120c have not been operated, the process proceeds to step S502 via NO in step S511, and the switch illumination flag can be updated with 1 from the temporary switch illumination flag without performing the process in step S501, thus appropriately creating a state where the switch illumination flag is 1 (ON). Therefore, the operation of stop switches 120a, 120b, and 120c can be activated by going through the path of step S508 → step S511 → step S502.

[0259] Furthermore, here, the condition is that there is only one bit whose logical AND is 1. If there are two or more bits, that is, if two or more of the stop switches 120a, 120b, and 120c are operated simultaneously, the process from step S501 is repeated without performing the subsequent stop processing. In this way, when multiple stop switches 120 are operated simultaneously, the reels 110 corresponding to those stop switches 120 are not stopped simultaneously, and the operation is not accepted unless there is a difference of at least 1 interrupt time (1.49 msec). Here, by stopping multiple reels 110 simultaneously, it is possible to avoid situations where, for example, processing is not completed within the interrupt time, and interrupt processing that should be executed is skipped.

[0260] In this case, if two or more of the stop switches 120a, 120b, and 120c are operated simultaneously, the process from step S501 is repeated without performing any further stopping operations, rendering all operations invalid. However, it is also possible to stop multiple stop switches 120 that are operated simultaneously according to a predetermined rule, not limited to this case. A predetermined rule could be, for example, to prioritize stopping the reel 110 corresponding to the stop switch 120 that is further to the left in the order of stop switches 120a, 120b, and 120c, or, as will be described later, to prioritize stopping the reel 110 corresponding to the stop switch 120 that was operated in the order it should have been operated.

[0261] (Step S514) Next, the reel control means 306 determines the number of sliding frames for the reel 110 corresponding to the bit whose logical AND is 1.

[0262] (Step S515) Next, the reel control means 306 obtains the stop symbol number, which is the symbol number of the symbol to be stopped among the 20 symbols, and stores it in a predetermined memory area.

[0263] (Step S516) Next, the reel control means 306 sets the stop request flag to 1. The stop request flag is a flag used to request a program running in parallel to stop the target reel 110. By setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop symbol number on the active line. This stop request flag and the above-mentioned stop symbol number are read by the program running in parallel, and the stop process is performed. Once the stop process is complete, the program resets the stop request flag to 0 (OFF).

[0264] (Step S517) Next, the reel control means 306 sets the temporary switch illumination flag corresponding to the stop switch 120 that performed the stop process to 0 (OFF), and updates the switch illumination flag to 0 (OFF) with the contents of the temporary switch illumination flag.

[0265] (Step S518) Next, the reel control means 306 refers to the switch illumination flags of stop switches 120a, 120b, and 120c, and illuminates the backlight of the stop switch 120 whose bit became 0 in step S517 in red.

[0266] (Step S519) Next, the reel control means 306 determines whether the full-phase excitation of the reel 110 corresponding to the operated stop switch 120 is released. If the full-phase excitation is released, the process proceeds to step S520; otherwise, step S519 is repeated. In this way, the reel control means 306 disables the operation of all stop switches 120a, 120b, and 120c in response to the operation of the stop switch 120, and does not reactivate the operation of stop switches 120a, 120b, and 120c until the full-phase excitation of the reel 110 corresponding to the operated stop switch 120 is released. This configuration avoids the discrepancy between the pressing order of stop switches 120a, 120b, and 120c and the stopping order of reels 110a, 110b, and 110c, preventing players from feeling distrust or discomfort.

[0267] (Step S520) Next, the reel control means 306 determines whether the stopping process (steps S514 to S519) for all reels 110a, 110b, and 110c has been completed. If the stopping process is completed, the process moves to step S521; otherwise, the process from step S501 is repeated. In this case, if there are still reels 110 that have not been stopped, the process moves to step S501, allowing the stopping process for the other reels 110 to be executed immediately, thereby shortening the game time.

[0268] (Step S521) Next, the reel control means 306 determines whether all phases of the reels 110a, 110b, and 110c are open. If all phases are open, the process proceeds to step S522; otherwise, step S521 is repeated.

[0269] (Step S522) Next, the reel control means 306 checks whether an error has occurred. For example, the reel control means 306 checks for abnormal conditions such as "dispensing abnormal error," "reverse flow error," "insertion abnormal error," and "stagnation error."

[0270] (Step S523) Next, the reel control means 306 refers to a predetermined input port (for example, port number "0") and determines whether all current state values ​​of the input ports are 0. If all are 0, the reel stop process S500 is terminated. If any of them are 1, that is, if the stop switch 120 operated by the player has not been released, the process in step S522 is repeated, and the system waits for the switch to be released. In this way, the system waits for the stop switch 120 to be released before starting the subsequent determination process S600.

[0271] Then, after the reel stop process S500 is completed, the judgment process S600 is performed, and thereafter, the payout control means 310 pays out the number of medals corresponding to the winning combination. When the judgment process S600 is performed, a command indicating the result of the winning judgment is sent to the sub-control board 202, and the performance control means 334 notifies the information related to the combination of symbols displayed on the active line through the liquid crystal display unit 124 or through the reel backlight. The performance control means 334 may also output a payout sound from the speaker 128 in conjunction with the payout of medals by the payout control means 310.

[0272] In this way, since the post-stop processing is performed in accordance with the fact that the full-phase excitation has been released for all reels 110a, 110b, and 110c, and the operation of the last operated stop switch 120 has been released, the player can reliably recognize the combination of symbols and will not feel any distrust or discomfort.

[0273] Furthermore, in this system, medals are dispensed only after all phases of reels 110a, 110b, and 110c have been fully energized. Therefore, the timing of the excitation (all-phase excitation) of reels 110a, 110b, and 110c and the timing of the medal dispensing device 142 being driven can be made different, thus preventing the total allowable current for all devices managed by the main control board 200 from being exceeded. Consequently, it becomes unnecessary to prepare a high-current power supply to drive the medal dispensing device 142 while the reels 110 are being energized, thus reducing costs.

[0274] Furthermore, in this system, the player releases the tokens by releasing the stop switch 120. This process eliminates any suspicion or unease the player may have. Also, other people who can see the entire slot machine 100 and hear the payout sound can understand the result of the game. Therefore, the player can understand the result of the game before the process is completed, and bask in a sense of superiority.

[0275] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0276] For example, in the embodiment described above, the reel control means 306 was shown to activate the operation of other stop switches 120 only after the full-phase excitation of the reel 110 corresponding to the operated stop switch 120 had been released. However, the reel control means 306 may also activate the operation of other stop switches 120 only after the full-phase excitation of the reel 110 corresponding to the operated stop switch 120 has started. In this case, this can be handled by setting the determination target in steps S519 and S521 in Figure 17 to the start of full-phase excitation. Note that when dispensing medals from the medal dispensing device 142 or when the rotation of reels 110a, 110b, and 110c for the next game starts (start of acceleration state), if the process of waiting for the excitation release of all reels 110a, 110b, and 110c is executed, step S521 in Figure 14 can be omitted.

[0277] Furthermore, this explanation describes an example in which the reel control means 306 activates the operation of other stop switches 120 only after the full-phase excitation of the reel 110 corresponding to the operated stop switch 120 has been released. However, it is not limited to this case; the operation of other stop switches 120 may be activated even before the reel 110 corresponding to the operated stop switch 120 has stopped. For example, the operation of any stop switch (e.g., stop switch 120a) may not affect the activation or deactivation of other stop switches (e.g., stop switches 120b, 120c). In other words, regardless of whether other stop switches 120 have already been operated (whether other reels are rotating or stopped), and without waiting for the start or completion of stopping, all stop switches 120 that have not yet been operated remain in an activated state, and their operation is permitted. In this case, the player can operate stop switches 120a, 120b, and 120c in succession (so-called slide push). In this case, the reel control means 306 does not need to wait for the entire phase excitation of the reel 110 corresponding to the operated stop switch 120 to be released, so this can be achieved by omitting step S519 in Figure 17. Furthermore, not only step S519 but also step S521 in Figure 17 can be omitted. However, in this case, as described above, it is preferable to wait for the excitation of all reels 110a, 110b, and 110c to be released when dispensing medals from the medal dispensing device 142 or when starting the rotation of reels 110a, 110b, and 110c for the next game.

[0278] Therefore, once all the indices that identify the positions of reels 110a, 110b, and 110c have been detected, the operation of stop switches 120b and 120c will be activated regardless of whether stop switch 120a has been operated afterward or whether reel 110a is rotating at a constant speed. As a result, the player can operate stop switches 120b and 120c to stop reels 110b and 110c.

[0279] In this case, the following events may occur. For example, when the stop switch 120 is operated, the symbols that are within the pull-in range are determined to be the stop symbols, and the rotation is maintained for a number of sliding frames to pull the stop symbols onto the active line. Therefore, if the number of sliding frames is different, the time from when the stop switch 120 is operated until the stop processing of the reel 110 begins will differ for each reel 110a, 110b, and 110c, such as 0 to 189 msec (a predetermined time within 190 msec). For example, suppose the player operates the start switch 118, the indices of all reels 110a, 110b, and 110c are detected, and the player operates the stop switches 120a, 120b, and 120c in the order shown in Figure 13. In this case, if the number of sliding frames is the same, the reels will stop in the order of reel 110a → reel 110b → reel 110c. However, if the number of sliding frames is different, the order in which the reels 110 stop may differ. For example, reel 110a may stop first, reel 110c, which has fewer sliding frames, may stop next, and reel 110b, which has more sliding frames, may stop after reel 110c. Thus, in this case, the reels 110a, 110b, and 110c do not necessarily stop in the same order as the operation order of stop switches 120a, 120b, and 120c. Therefore, the conditions for stopping in slide push are that all phases of excitation are released for all reels 110a, 110b, and 110c, all phases of excitation are released for the reel 110 corresponding to the third stopped (last stopped) stop switch 120, and the operation of the last operated stop switch 120 is released. Then, when the stop completion conditions are met, the determination means 308, the performance control means 334, and the payout control means 310 execute post-stop completion processing.

[0280] Furthermore, as a stop completion condition in slide push, the determination of whether or not all phases of excitation have been released for the third stopped reel 110 can be omitted. Also, as mentioned above, as a stop completion condition, instead of determining whether or not all phases of excitation have been released for all reels 110a, 110b, 110c and the third stopped reel 110, it is possible to determine whether or not 200 msec has elapsed since all phases were excited. In this case, this can be handled by making the timer the target of determination in steps S519 and S521 in Figure 17. Also, as a stop completion condition, while omitting the determination of whether or not all phases of excitation have been released for the third stopped reel 110, instead of determining whether or not all phases of excitation have been released for all reels 110a, 110b, 110c, it is possible to determine whether or not 200 msec has elapsed since all phases were excited.

[0281] In this explanation, as an example of a result notification means, as shown in Figure 15(d), when all reels 110a, 110b, and 110c have stopped and the combination of symbols displayed on the active line indicates the winning combination "Small Win 1", the performance control means 334 notifies the result of the game, that is, that the winning combination "Small Win 1" has been won, via the liquid crystal display unit 124. However, the result notification means is not limited to this case and can be performed by a device other than the liquid crystal display unit 124. For example, the medal payout device 142 as a result notification means notifies information related to the combination of symbols displayed on the active line as a result of the game by dispensing the number of medals corresponding to the winning combination when the winning combination is won. Also, the main payout display unit 132 and the sub-payout display unit 136 as result notification means notify information related to the combination of symbols displayed on the active line as a result of the game by displaying the number of medals dispensed. Furthermore, the reel backlight (not shown) as a result notification means illuminates each reel 110a, 110b, and 110c corresponding to the symbol display window 108 from the back (on, flashing, off, flashing in a predetermined pattern) to notify information related to the symbol combination displayed on the active line as a result of the game. In addition, the speaker 128 as a result notification means outputs a winning sound (simple sound effect and sound corresponding to the winning combination that was won) to notify information related to the symbol combination displayed on the active line as a result of the game. In addition, the performance lamp 126 as a result notification means lights up in conjunction with a win (simple light, light up in a color corresponding to the winning combination that was won, and flashing patterns corresponding to the winning combination that was won) to notify information related to the symbol combination displayed on the active line as a result of the game.

[0282] Furthermore, while the release of a specific stop switch 120 was given as the condition for completing the stop here, the specific stop switch 120 is not limited to the last operated (third stop) stop switch 120, but also includes all stop switches 120, and as mentioned above, stop switches 120 that are not the last operated stop switch 120 but were held in the pressed state at the time the last operated stop switch 120 was released, and that were released after the last operated stop switch 120 was released.

[0283] Furthermore, this example shows that after all the reels have stopped, information regarding the symbol combinations displayed on the active paylines as a result of the game is announced. However, the information regarding the symbol combinations displayed on the active paylines is not limited to the symbol combinations corresponding to winning combinations, but also includes symbol combinations that result in missing a winning combination, and symbol combinations that correspond to a loss (indicating that a winning combination was not won).

[0284] Furthermore, in this explanation, we have described an example where, when the player operates the stop switch 120, the symbols that are within the pull-in range are determined as the stop symbols, and the rotation is simply maintained for a number of sliding frames to pull the stop symbols onto the active line. However, the performance control means 334 may perform any performance while maintaining such rotation for a number of sliding frames. However, as mentioned above, the number of sliding frames changes depending on the timing of the player's operation of the stop switch 120. Therefore, the performance control means 334 may change the performance depending on the number of sliding frames, for example, by performing a relatively long performance when there are many sliding frames, and a relatively short performance when there are few sliding frames. Also, the timing of the performance may be changed depending on the number of sliding frames. For example, suppose the performance control means 334 has planned a predetermined performance at the time of the first operation of the stop switch 120 (first stop). However, if the number of slide frames of the stop switch 120 is small and it is not possible to secure enough time for the planned performance, or if the time is too short to adequately convey the content of the performance to the player even if it is performed, the performance may be performed when another stop switch 120 is operated, for example, when the last stop switch 120 is operated (at the third stop). In this way, it becomes possible to secure time for the performance and adequately convey the content of the performance to the player.

[0285] Furthermore, in the embodiment described above, the main control board 200 and the sub-control board 202 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be placed on the sub-control board 202, or the functions of the sub-control board 202 may be placed on the main control board 200. In addition, all functions can be combined and placed on a single control board.

[0286] Furthermore, although only one type of AT performance state is provided in the embodiment described above, multiple types of AT performance states may be provided, for example, a special zone for increasing the number of consecutive plays in the AT performance state.

[0287] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be processed chronologically in the order shown in the flowchart, and may include parallel processing or processing by subroutines.

[0288] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be processed chronologically in the order shown in the flowchart, and may include parallel processing or processing by subroutines.

[0289] In this embodiment, the performance control means 100 is composed of a performance main control means (not shown) provided on the main control board 200 and a performance control means 334 (performance sub-control means) provided on the sub-control board 202. The performance main control means issues instructions to the performance sub-control means 334 based on the game state, performance state, etc. The performance sub-control means 334 controls the performance device using performance data stored in the sub-side storage means, based on information about the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means. The control performed by the performance main control means may also be performed by the performance sub-control means 334, and the control performed by the performance sub-control means 334 may also be performed by the performance main control means. Furthermore, the control performed by the performance control means 100 may also be performed by the instruction function control means 51 (see the first embodiment), and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0290] Next, we will explain the case where the so-called slide push described above is adopted in a gaming machine that can perform the two-coin and three-coin games described in the first embodiment. With slide push, regardless of whether other stop switches (stop buttons) have already been operated (whether other reels are rotating or stopped), stop switches that have not yet been operated remain in an active state. Now, consider the case where the player operates stop switches 120a, 120b, and 120c in order 1 (a so-called sequential operation). If the number of slide frames of the reels is different, the reels 110a, 110b, and 110c will not necessarily stop in the same order as the operation order of stop switches 120a, 120b, and 120c (order 1). For example, it is possible that reel 110a stops first, then reel 110c, which has fewer slip frames than reel 110b (e.g., 1 frame), stops, and then reel 110b, which has more slip frames than reel 110c (e.g., 4 frames), stops after reel 110c.

[0291] In the gaming machine of this embodiment, when a two-coin bet game is started, the performance control means 100 executes a two-coin bet game performance and displays a special image on the display device 13 to indicate that it is a two-coin bet game. This allows players to see the special image and understand that a two-coin bet game (a game with low performance regarding instruction performances) is being played. However, if the special image is to be stopped from being displayed when the release of the last stop switch 120c is detected, then in the case of a slide push, the special image may disappear before the reels stop rotating (even though some reels are still rotating). In this case, the special image disappears before the player judges that they have finished a game, which may cause the player to feel uneasy or suspicious.

[0292] Therefore, in this embodiment, the performance control means 100 will stop displaying the special image that was displayed when the two-coin game started, when predetermined conditions are met. The predetermined conditions are that (1) the release of the third stop operation of the stop button (the last stop button operated) is detected, and (2) the cessation of rotation of all reels (reels 110a, 110b, 110c) is detected. The predetermined conditions include at least the requirements of (1) and (2), and may also include other requirements.

[0293] The gaming machine of this embodiment is Multiple reels with multiple types of symbols arranged on them, Stop buttons provided for the aforementioned multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A prize-winning determination means that determines the winning combination based on the stopping patterns of the plurality of reels, A reel control means that rotates the aforementioned multiple reels for each game and controls the reels to stop in a manner corresponding to the result of an internal lottery when the stop button is operated, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A gaming machine comprising: a performance control means for controlling the display of an image on a display device, In a prescribed game, it is possible to play the game by inserting either the first specified number or the second specified number of game values. The game played with the second specified number of game values ​​invested has lower performance in terms of the instruction and presentation than the game played with the first specified number of game values ​​invested. The aforementioned performance control means is When gameplay begins with the second specified number, a special image indicating that gameplay is being played with the second specified number is displayed on the display device, and when predetermined conditions are met, the special image is not displayed. The predetermined conditions are that the last operated stop button has been released and the rotation of all of the multiple reels has stopped.

[0294] According to this embodiment, even when a so-called slide-push mechanism is employed, the phenomenon of the special image indicating that it is a two-coin bet game not being displayed before all the reels have stopped rotating does not occur. Therefore, the special image disappearing before the player has determined that a game has ended prevents the player from feeling uneasy or suspicious. Furthermore, with this configuration, the player can delay the fulfillment of the above predetermined conditions by continuing to press the last stop switch 120c. In other words, the timing at which the special image disappears can be delayed. As a result, the player can enjoy the special image by continuing to press the last stop switch. Then, they can release the stop switch at their preferred timing to switch the display.

[0295] (Third embodiment) A third embodiment of the present invention will be described below with reference to the drawings. This embodiment will be described using the case where the present invention is applied to a slot machine, which is one type of amusement machine, as an example, but the present invention is not limited to slot machines and may be applied to other amusement machines such as pachinko machines. In the following description, "front and back" basically means that when the player is in front of the slot machine, the player's side is "front" and the slot machine side is "back", "up and down" means that the top surface of the slot machine is "up" and the bottom surface is "down", and "left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right".

[0296] First, let's describe the general configuration of the slot machine M to which the invention is applied. Figure 18 is a perspective view showing slot machine M. This slot machine M is equipped with a casing 1, which is formed in a box shape and comprises a bottom plate, left and right side plates, a top plate, and a back plate, and has a front opening that opens to the front side of the casing 1. The top surface of the bottom plate is provided with a power supply unit that houses a power supply device for supplying power to each component, a hopper device 150 (see Figure 19) which stores tokens as game tokens (game value) and dispenses tokens, etc.

[0297] Furthermore, the front of the housing 1 is provided with a front door 3 that can be opened and closed to close the front opening of the housing 1. This front door 3 comprises an upper door 30 that can be opened and closed to close the upper part of the opening, and a lower door 40 that can be opened and closed to close the lower part of the opening. A removable replacement unit (not shown) is provided inside the housing 1. This replacement unit comprises a frame, which is a metal frame assembled in a roughly rectangular parallelepiped shape, a reel unit supported by the frame, and a circuit board unit fixed to the frame.

[0298] The reel unit comprises three stepping motors mounted on a frame and three rotating reels 100a, 100b, and 100c (see Figure 19; not shown in Figure 1) fixed to the output shafts of each stepping motor. The circuit board unit is a circuit board containing electronic components such as a CPU, ROM, RAM, and I / O, housed in a circuit board case. The circuit board unit functions as a game control device for controlling the gameplay of the slot machine M.

[0299] As shown in Figure 18, a display window 31 is provided at the bottom of the upper door 30. This display window 31 is inclined with respect to the horizontal plane so that the upper part is directed towards the rear, and behind this display window 31, three of the aforementioned rotating reels are arranged in a horizontal row. Multiple types of symbols are arranged on the outer surface of each rotating reel, and when the rotating reels stop, three symbols per reel are displayed through the display window 31. Slot machine M has a total of five winning lines, consisting of three horizontal and two diagonal lines. Then, when the three spinning reels stop, the combination of symbols that landed on the winning lines indicates whether or not a winning combination has been achieved.

[0300] Furthermore, a display window 32, larger than the display window 31, is provided almost vertically at the top of the upper door 30. This display window 32 is provided for viewing the display surface of the image display device installed in the upper door 30. The image display device has a liquid crystal display panel, and images for the game machine's effects are displayed on its display surface. In addition, speakers 14 that output various effects sounds (music, sound effects, voices, etc.) are provided on both the left and right sides of the upper door 30, which are located above the display window 32.

[0301] Furthermore, a horizontally elongated top lens 33 is provided as a display unit in the upper center of the display window 32 of the upper door 30, allowing the player to see the logo sheet. Furthermore, horizontally elongated lighting devices 34, 35, 34 are provided adjacent to each other on the left and right sides between the display window 32 and the display window 31 for purposes such as notification and visual effects.

[0302] Furthermore, on both the left and right sides of the display window 31, there are presentation panels 61 for providing notifications and effects, and the right presentation panel 61 is equipped with a presentation button 62. The presentation button 62 is pressed by the player, and when pressed, it changes the appearance of the presentation image displayed on the image display device visible through the display window 32, thereby increasing the player's sense of participation in the game and enhancing its entertainment value. For example, the player can select the presentation image displayed on the image display device in conjunction with the operation of the presentation button 62. Note that the placement of the presentation button 62 is not limited to this, and it is sufficient if it is placed in a position that the player can press. Furthermore, lighting devices 37 for providing notifications, effects, and other functions are provided on both the left and right sides of the upper door 30.

[0303] Furthermore, the upper door 30 is rotatably connected to the replacement unit provided inside the housing 1 via a hinge, thereby opening and closing the upper part of the opening of the housing 1. Similarly, the lower door 40 is rotatably connected to the housing 1 via a hinge, thereby opening and closing the lower part of the opening of the housing 1.

[0304] Furthermore, this slot machine M has a separable cabinet type structure, and when the machine is changed at the amusement parlor, the upper door 30 is rotatably attached to the replacement unit, which is then replaced. When the machine is changed, the cabinet 1, lower door 40, and the power supply unit and hopper device 150 (see Figure 19) inside the cabinet 1 remain attached to the island equipment of the amusement parlor and are not replaced. Also, the slot machine M is not limited to the separable cabinet type, and the entire slot machine may be replaced when the machine is changed. In this case, the front door 3 may be a single integrated structure without being divided into the upper door 30 and the lower door 40. Alternatively, when the upper door 30 and lower door 40 are separated, the upper door 30 may be rotatably attached to the side panel of the cabinet 1 via a hinge.

[0305] Furthermore, the lower end of the upper door 30 is provided with an engaging portion that protrudes from the rear side of the front of the lower door 40 and from below the upper end of the lower door 40, so that the upper door 30 cannot be opened when the lower door 40 is closed.

[0306] Furthermore, the lower part of the lower door 40 has a coin dispenser for ejecting coins from inside the slot machine M, and a coin tray 43 for collecting the coins ejected from the coin dispenser. The upper part of the lower door 40 has an operating unit 50 for operating the slot machine M, and a liquid crystal display panel 45 is mounted between this operating unit 50 and the coin tray 43. In addition, lighting devices 33d for displaying notifications and effects are provided on both the left and right sides of the liquid crystal display panel 45.

[0307] The operation unit 50 is provided with a settlement button 52, which serves as a settlement operation unit for instructing the settlement process to dispense medals. In this case, the settlement process based on the operation of the settlement button 52 dispenses medals that are set for at least one of either bets or credits. That is, the target of settlement based on the operation of the settlement button 52 in this embodiment includes not only medals set for credits but also medals set for bets. Here, examples of settlement patterns when medals are set for both bets and credits include a settlement pattern in which both medals set for bets and medals set for credits are dispensed at once with the first operation of the settlement button 52, and a settlement pattern in which only medals set for bets are dispensed with the first operation of the settlement button 52, and then the medals set for credits are dispensed with the second operation of the settlement button 52 after the settlement of the medals set for bets. The control unit 50 also includes a start lever 53 for starting the game, three stop buttons 54 for stopping the rotation of each of the three spinning reels, a coin slot 42 for inserting coins, a reject button 55 for clearing coin jams in the coin passage below the coin slot 42, and a MAX bet button 56 (bet button: betting control unit) which is operated when betting the maximum number of 3 coins. In addition, there is a control panel 57 for selecting game effects and a display unit 58. The control panel 57 is located approximately in the center of the control unit 50 in the width direction (left-right direction), with the display unit 58 located to the right, flanking the coin slot 42 and the reject button 55. The control panel 57 has a directional pad for selecting effects, a confirm button, a cancel button, etc.

[0308] The MAX bet button 56 is positioned to face upward and is designed to be pressed downwards from above. The force required to operate the MAX bet button 56 (hereinafter referred to as the operating force) is approximately 1.0 N. The MAX bet button 56 also comprises a pressing part and an elastic member. The pressing part is a member that is pressed by the player's finger or the like and is made of resin or the like. The pressing part is biased upward by the elastic member. The elastic member biases the pressing part and is designed to elastically deform against the biasing force when the pressing part is pressed; a spring or the like is used. Furthermore, the stop button 54 is positioned to face forward and is designed to be pressed from front to back. The operating force for the stop button 54 is approximately 0.7N. In other words, the operating force for the stop button 54 is less than the operating force for the MAX bet button 56.

[0309] Furthermore, the aforementioned performance button 62 is positioned to face forward and is designed to be pressed from front to back. The operating force of the performance button 62 is greater than or equal to that of the MAX bet button 56. For example, the operating force of the performance button 62 is approximately 3.0N. Furthermore, the stop button 54 and the performance button 62, like the MAX bet button 56, are equipped with a pressing portion and an elastic member, and the pressing portions of the stop button 54 and the performance button 62 are biased forward by the elastic member. As previously mentioned, the operating force of the MAX bet button 56 is approximately 1.0 N. In other words, the load required to move the pressing part to the position where the sensor on the MAX bet button 56 outputs a switch ON signal (a signal indicating that the button has been pressed) by pressing the pressing part and elastically deforming the elastic member is approximately 1.0 N (sensor-detected load). In this embodiment of the gaming machine, a photosensor is used as the sensor, but other sensors may be used as long as they can detect the pressing of the pressing part. For example, the photosensor outputs a switch ON signal when it detects that the light directed from the light-emitting element to the light-receiving element has changed due to a detected object moving as a result of pressing the pressing part. When a load greater than the sensor-detected load is applied to the pressing part, it moves further while elastically deforming the elastic member, and stops when it comes into contact with the mechanical stopper. The travel distance (full stroke) from the initial position of the pressing part of the MAX bet button 56 to contact the mechanical stopper is approximately 2.0 mm, which is approximately twice the ON stroke. Furthermore, the load required to move the pressing portion of the MAX bet button 56 from its initial position until it contacts the mechanical stopper (maximum load) is approximately 2.0 N, which is about twice the sensor-detected load (operating force). The stop button 54 (operating force approximately 0.7N) has a similar configuration. The ON stroke of the stop button 54 is approximately 1.0mm, and the full stroke is approximately twice that, or approximately 2.0mm. The sensor-detected load (operating force) of the stop button 54 is approximately 0.7N, and the maximum load is approximately twice that, or approximately 1.4N. In the above explanation, the term "approximately" used in relation to operating force, load, and stroke includes a variation of approximately ±10% due to design and assembly errors.

[0310] Here, the basic flow of gameplay in this embodiment of the gaming machine will be explained. When a player presses the MAX bet button 56, the credited tokens are inserted (bet), and the machine becomes ready to start playing. When the player presses the start lever 53 to start playing, the reels begin to rotate, and when the rotation speed of the reels increases to a predetermined speed, the stop button 54 becomes available. Subsequently, the player can press the stop button 54 at any time, stopping each reel. Once all the reels have stopped, depending on the result of the game, processes such as paying out tokens or making it possible to start playing again without consuming any more tokens are performed, and one game ends.

[0311] Furthermore, the performance button 62 becomes active when it is necessary to press it to change the type of performance, for example, when it is necessary to notify the player of something pleasing to the player, such as hitting a bonus or when it is decided that the player will enter a favorable state, or at a predetermined timing such as a crucial moment for the player. When the performance button 62 is pressed while this press operation is active, the type of performance changes, such as when the type of performance image displayed on the image display device changes or when a movable part moves.

[0312] As is clear from the above, the stop button 54 needs to be pressed multiple times for each game, corresponding to the number of spinning reels. At this time, the operating force of the stop button 54 is set to be less than that of the MAX bet button 56 and the effect button 62, so that the player can get a light and comfortable feeling when operating the stop button 54, and can press all of the stop buttons 54 in a good tempo. Therefore, the player can play comfortably, and the gameplay is improved. In addition, because the operating force of the frequently used stop button 54 is set to be small, the accumulation of fatigue in the player is reduced, and the gameplay is improved.

[0313] Furthermore, the MAX bet button 56 is used to start the game and can be operated by striking it from above, so it is often operated with considerable force. However, because the operating force is set to be greater than that of the stop button 54, players can get a moderately satisfying feel when pressing it, improving the gameplay experience.

[0314] Furthermore, the effect button 62 is operated less frequently than the stop button 54 and the MAX bet button 56. Also, as mentioned above, the effect button 62 is effective when it is pressed to change the type of effect, such as when informing the player of something pleasing to the player or at a crucial moment in the game. Therefore, it tends to be pressed with strong force by players who are in an excited state. The force required to operate the effect button 62 is set to be greater than that required to operate the stop button 54 and greater than that required to operate the MAX bet button 56, so that players can get a heavy and solid feel when operating it, improving the gameplay experience.

[0315] As shown in Figure 19, the slot machine M is equipped with a main control board 70 as a primary control means that determines and transmits commands related to the game, and a sub-control board 72 as a secondary control means that receives the commands from the main control board 70 and executes processing corresponding to the received commands. The main control board 70 receives input signals from input means such as a bet button 56 including a MAX bet button, a start lever 53, a stop button 54, a passage detection sensor 89 that detects the passage of medals inserted from the medal slot 42, and a payout button 52, performs various calculations to execute the game, and controls output means such as the reel unit (reels 100a, 100b, 100c) and the hopper device 150 based on the calculation results. Furthermore, the sub-control board 72 receives signals (commands) from the main control board 70, performs various calculations to execute the performance, and, based on the calculation results, controls the liquid crystal display D of the image display device, including the aforementioned liquid crystal display panel and other liquid crystal display panels 45, which are provided on the upper door 30 corresponding to the display window 32, as well as the speaker 14 and other performance devices.

[0316] Furthermore, the main control board 70 and the sub-control board 72 are electrically connected, and the main control board 70 can transmit various information (command signals), such as information indicating the game state, to the sub-control board 72. However, the sub-control board 72 cannot transmit information to the main control board 70. Furthermore, the functions of each board, such as the main control board 70 and the sub-control board 72, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0317] The main control board 70 includes a selector control means 93 for controlling the operation of the medal selector 92 (see Figure 19), which will be described later; a coin insertion acceptance means 80; a random number generation means 81; a winning combination lottery means 82 for determining whether a combination has been won or not by conducting a winning combination lottery; a reel control means 83 for controlling the rotation of the reels; a winning combination determination means 84 for determining whether a winning combination has been won when all reels have stopped; a game state control means 85; an information transmission means 86 for transmitting various information (command signals); a storage means 90; a payout control means 91; and a settlement control means 95. Furthermore, the sub-control board 72 includes an effect control means 73 for controlling various effects, a winning role determination means 74 for performing a winning role determination process, an initialization means 75 for resetting and initializing the sub-control board 72 if the winning role determination means 74 determines that the winning role is incorrect (error), and a sub-side storage means 76 for storing data related to the effects.

[0318] The coin insertion receiving means 80 of the main control board 70 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 53. Specifically, when coins are inserted into the coin slot 42, the passage detection sensor 89 detects the passage of coins, and the coin insertion receiving means 80 sets the inserted coins to the inserted state (bet state), up to a maximum of 3 coins. Also, when the bet button 56 is pressed while coins are credited, the coin insertion receiving means 80 sets the credited coins to the inserted state, up to a maximum of 3 coins. In this embodiment of the game machine, the first press operation on the start lever 53, which has been activated based on the insertion of 3 coins, is accepted as the game start operation, and upon this operation, the rotation of reels 100a to 100c begins, and a lottery such as the winning combination lottery is held.

[0319] Furthermore, the coin insertion acceptance means 80 of the main control board 70 controls the game so that, in the next game after a replay has been awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 42 while coin insertion is being accepted, the inserted coins are not set to the coin insertion state, and the inserted coins are credited up to the credit limit (for example, 50 coins). In addition, while coin insertion is being accepted, the system does not accept operation to the bet button 56, so that even if the bet button 56 is pressed, the credited coins are not set to the coin insertion state.

[0320] The random number generation means 81 of the main control board 70 generates random numbers for the lottery. These random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). Note that "random numbers" include not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0321] The winning combination lottery means 82 of the main control board 70 performs a winning combination lottery using a winning combination lottery table based on the operation of the activated start lever 53 (i.e., the start of the game). The winning combination lottery table associates various winning combinations, including minor roles, replays, and bonuses, as well as losses (non-wins), with each of several random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple tables are stored in the winning combination lottery table storage area provided in the ROM of the storage means 90. In the winning combination lottery, a random number value for the lottery is obtained from the random number generation means 81, and this random number value is compared with the winning combination lottery table to determine whether or not a winning combination has been won, and the winning combination associated with the random number value is determined as a win.

[0322] The reel control means 83 of the main control board 70 starts the rotation of each reel 100a, 100b, and 100c when the start lever 53, which is activated under the control of the main control board 70, is operated (i.e., the game is started), and when an activated stop button 54 is operated, it controls the stopping of the reel corresponding to the operated stop button 54.

[0323] In other words, each time one of the stop buttons 54 is operated, the reel control means 83 determines the stopping position of the reel corresponding to the operated button among the first reel 100a to the third reel 100c, and controls the reel to stop at the determined stopping position. Therefore, the stopping order of the first reel 100a to the third reel 100c changes depending on the order in which the three stop buttons 54 are operated (the order in which they are pressed).

[0324] The prize determination means 84 of the main control board 70 is activated when the rotation of reels 100a to 100c stops, and determines whether a prize has been won based on the stopping pattern of reels 100a to 100c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 100a to 100c stop is compared with the prize determination table (not shown) stored in the ROM of the storage means 90. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped display) for each winning prize, and the aforementioned comparison determines whether a prize has been won and the type of winning prize that has been won. If a winning prize has been won, the main control board 70 executes the prize processing corresponding to the winning prize.

[0325] The game state control means 85 of the main control board 70 performs game state transition control processing to transition the game state between multiple states, for example, the normal state, the CBB established state (first bonus established state), the CBB state (first bonus state), the RBB established state (second bonus established state), the RBB state (second bonus state), the RB1 established state (specific bonus established state), and the RB1 state (specific bonus state).

[0326] The information transmission means 86 of the main control board 70 transmits to the sub-control board 72 signals such as a signal notifying the winning role, a signal notifying the game state at the time of the winning role lottery in which the winning role was won, and a signal notifying the current game state, as well as command signals related to medal settlement, which will be described later.

[0327] Furthermore, the payout control means 91 of the main control board 70 performs payout control processing related to the payout of medals according to the game result. Specifically, for example, when a minor win is achieved, it determines the number of medals to be paid out in the game based on the predetermined payout for each win, and controls the hopper device 150 to pay out the number of medals corresponding to the determined payout. Furthermore, as mentioned above, the selector control means 93 of the main control board 70 controls the operation of the medal selector 92, which will be described later. Specifically, the selector control means 93 receives signals from various sensors, including the aforementioned passage detection sensor 89 that constitutes the medal selector 92, and controls the operation of the blocker 99 that constitutes the medal selector 92. Note that the selector control means 93 may be combined with the input receiving means 80 or the like, rather than being provided separately.

[0328] Furthermore, the settlement control means 95 of the main control board 70 controls the execution of a settlement process that dispenses stored medals, i.e., medals set as credits and / or bets, through the hopper device 150, based on the operation of the settlement button 52. In addition to controlling the execution of the settlement process based on the operation of the settlement button 52, the settlement control means 95 may also control the operation of the blocker 99 so as not to allow the acceptance of medals detected by the passage detection sensor 89 for a predetermined period after the completion of the settlement process, as will be described later. In such a control configuration, the selector control means 93 that controls the operation of the medal selector 92 equipped with the blocker 99 may also be combined with the settlement control means 95.

[0329] Meanwhile, the performance control means 73 of the sub-control board 72 works in cooperation with the RAM of the sub-storage means 76 to control the performance devices such as the liquid crystal display D, speaker 14, and lighting devices 33d, 34, 35, 37, based on performance data stored in the performance data storage area provided in the ROM of the sub-storage means 76, and to perform performances. Specifically, it changes the display content of the liquid crystal display D or outputs sound from the speaker 14 in response to operations such as inserting medals, pressing the bet button 56, payout button 52, start lever 53, and stop button 54, and changes in the game state, thereby controlling the execution of performances to enhance or assist the game according to the progress of the game. In particular, in this embodiment, the performance control means 73 controls the liquid crystal display D(45), speaker 14, and lighting devices 33d, 34, 35, 37, etc., to output performance sounds, performance lights, and performance images that notify the state of the settlement execution state and settlement completion state, as will be described later, based on the operation of the settlement button 52.

[0330] Furthermore, the slot machine M of this embodiment is equipped with a medal selector 92 (see Figure 19) that selectively guides medals inserted through the medal slot 42 to either the medal payout side or the passage detection sensor 89 side using a blocker 99 capable of removing medals from the medal passage. Medal inserted outside of the permitted insertion period or non-standard medals are guided to the medal payout side by the activated blocker 99 in a non-permitted position that results in a medal acceptance non-permitted state. Medal that are within the permitted insertion period are guided to the passage detection sensor 89 by the deactivated blocker 99 in a permitted position that results in a medal acceptance permitted state, and the insertion of medals is detected. Specifically, the medal selector 92 has a medal insertion detection sensor 130 (first sensor: see Figure 19) located near the medal insertion slot 42 in the medal passage that extends from the medal insertion slot 42, and a passage detection sensor 89 (second sensor: see Figure 19) located downstream of the blocker 99. In this case, unlike the passage detection sensor 89 which is downstream of the blocker 99, the insertion detection sensor 130 is located upstream of the blocker 99 and detects the insertion of a medal through the medal slot 42 and sends the detection signal to the main control board 70. The main control board 70 determines that if the insertion detection sensor 130 remains ON for a certain period of time (for example, 0.6 seconds) or longer, it is an abnormality caused by, for example, a foreign object being illegally inserted into the medal passage from the medal slot 42. Furthermore, the passage detection sensor 89 detects the passage of standard-compliant medals that are inserted within the allowable insertion period without being rejected by the blocker 99, and sends the detection signal to the main control board 70. The passage detection sensor 89 consists of, for example, a photointerrupter type infrared sensor composed of a light-emitting part and a light-receiving part facing each other across the medal passage. It detects the passage of a medal when the infrared light emitted from the light-emitting part and incident on the light-receiving part is blocked by the medal flowing down the medal passage. When the passage detection sensor 89 detects the passage of a medal, it becomes possible to play the game with that medal. That is, it becomes possible to bet or add credits to that medal. Furthermore, the blocker 99, which is located upstream of the passage detection sensor 89 and constitutes the medal selector 92, may operate in conjunction with a solenoid, for example. In that case, for example, when the solenoid is de-energized, the blocker 99 is activated by the biasing force of the coil spring, and the blocker 99 can remove medals from the medal passage. On the other hand, when the solenoid is energized, the blocker is moved against the biasing force of the coil spring and deactivates, guiding the medals towards the passage detection sensor 89 and detecting medal insertion. The operation of such a medal selector 92 is controlled by the selector control means 93 of the main control board 70, as described above. Furthermore, even if the blocker 99 is controlled to move to an unauthorized position, if the blocker 99 is moved to an authorized position due to fraudulent activity, causing the pass detection sensor 89 to detect the medal, the acceptance of that medal will not be permitted, and error processing will be executed without adding any bets or credits. However, it is not always necessary to have such a configuration. In other words, a medal acceptance prohibition state, which does not allow the acceptance of medals detected by the pass detection sensor 89, can be achieved, for example, by setting the blocker 99 to an unauthorized position. However, in such a medal acceptance prohibition state, if a medal passes the pass detection sensor 89 due to a malfunction or fraud, the system may be configured such that the pass detection sensor 89 detects the medal and the medal is bet or credited, or the pass detection sensor 89 detects the medal and error processing is executed, or the pass detection sensor 89 does not detect (does not react to) the medal.

[0331] Furthermore, in the slot machine M of this embodiment, after the settlement process based on the operation of pressing the settlement button 52 is completed, a settlement completion sound, such as an audio message indicating that the settlement is complete, is output, and the machine enters a settlement completion state in which the acceptance of medals detected by the passage detection sensor 89 is not permitted for a predetermined period of time. This will be explained in detail below. Here, "detection by the passage detection sensor 89" includes both the detection of the passage of a valid medal and the detection of the passage of an abnormal medal. Furthermore, "acceptance of a medal (game medium) accompanied by detection by the passage detection sensor 89" refers to the proper detection of the passage of a medal by the passage detection sensor 89 and the subsequent betting or crediting. Moreover, "a settlement completion state in which acceptance of a medal (game medium) accompanied by detection by the passage detection sensor 89 is not permitted for a predetermined period of time" is a concept that includes both a hardware meaning in which the detection of the passage of a medal by the passage detection sensor 89 is blocked by the blocker 99, and a software meaning in which a bet or credit is not placed even if the passage detection sensor 89 detects the passage of an abnormal medal.

[0332] Figure 20 shows a timing chart of the position of the blocker 99, the control state of the main control board 70, and the control state of the sub-control board 72 related to the settlement process executed based on the operation of the settlement button 52. Figure 21 shows a flowchart of the control operation on the main control board 70 side related to the settlement process, and Figure 22 shows a flowchart of the control operation on the sub-control board 72 side related to the settlement process. As shown in Figure 20, at the end of a predetermined game, the slot machine M is normally in medal acceptance permission state A, where the blocker 99 is set to the permission position. At this time, assuming that the main control board 70 is in non-settlement state C1, which does not involve settlement processing based on the operation of pressing the settlement button 52 (step S1 in Figure 21), we will proceed as follows. This non-settling state C1 is brought about by the control of the main control board 70. In this non-settling state C1, as mentioned above, the blocker 99 of the medal selector 92 is in the permitted position, so medals inserted through the medal slot 42 are guided to the passage detection sensor 89, detected, and bet or credited. Also, in this medal acceptance permitted state A, the sub-control board 72 performs control to bring about the non-settling performance state C1' (step S10 in Figure 22), thereby executing normal performances or demo performances transitioning from normal performances through the liquid crystal display D and speaker 14.

[0333] Furthermore, when the payout button 52 is pressed in this payout permitted state A, the slot machine M enters a payout denied state B (see Figure 20). Specifically, based on the press of the payout button 52 exceeding a specific period (e.g., 1 second), the main control board 70 controls the payout control means 95, which in this embodiment may also serve as the selector control means 93, to move the blocker 99 of the aforementioned payout selector 92 to the denied position. Therefore, even if a payout is inserted through the payout slot 42, the payout is guided to the payout slot and discharged into the payout tray 43 by the activated blocker 99 in the denied position. Note that when the payout process is initiated in conjunction with the press of the payout button 52 exceeding a specific period (e.g., 1 second), the timing of the blocker 99 moving to the denied position may be simultaneous with the press of the payout button 52. In this way, by moving blocker 99 to an unauthorized position in advance before the settlement process begins, it is possible to avoid the processing burden that would result from the settlement process and the bet or credit addition process being executed at the same time. Furthermore, when the settlement button 52 is pressed in this manner (if YES in step S2 of Figure 21), the main control board 70 (settlement control means 95) sends a settlement start command to the sub-control board 72 via the information transmission means 86 (step S3 of Figure 21), and also operates the hopper device 150 to perform control that brings the settlement execution state C2 to which the stored medals, i.e., the medals set as credits and / or bets, are discharged from the medal dispensing slot to the medal receiving tray 43 (step S4 of Figure 21).

[0334] Furthermore, regarding the operation of pressing the settlement button 52 beyond a specific period for initiating this settlement, the main control board 70 may be configured not to perform the process of setting the credited medals to the inserted state (betting process) even if the bet button 56 is pressed during the specific period in which the settlement button 52 is pressed. In other words, medal bets based on the pressing of the bet button 56 may be prevented during the specific period. With such a configuration, it is possible to prevent the simultaneous operation of the conflicting processes of betting and settlement. Furthermore, in this configuration, even if the bet button 56 pressed during the specific period remains pressed until the settlement button 52 is released or the settlement process is completed, medal bets may be prevented. Also, even if the settlement button 52 is pressed while the bet button 56 is pressed, and the settlement button 52 is pressed beyond the specific period, the settlement process may be prevented. Furthermore, with respect to pressing the settlement button 52 beyond a specific period required to initiate this settlement, the main control board 70 may perform a process (bet process) to set the credited medals to the inserted state if the bet button 56 is pressed during the specific period in which the settlement button 52 is pressed. With such a configuration, it is possible to achieve both conflicting processes simultaneously.

[0335] Meanwhile, when the sub-control board 72 receives a settlement start command from the main control board 70 (if YES in step S11 of Figure 22), it displays a visual image through the liquid crystal display D(45) indicating that settlement is in progress, outputs a first visual sound (settlement in progress visual sound) through the speaker 14 to indicate that settlement is in progress, and outputs a visual light through at least one of the lighting devices 33d, 34, 35, 37 to indicate that settlement is in progress, thereby bringing about a settlement in progress visual state C2' (step S12 of Figure 22). In Figure 20, the duration of the settlement in progress state C2 and the duration of the settlement in progress visual state C2' are both indicated by P1.

[0336] Then, when the settlement process in which the hopper device 150 discharges the medals into the medal tray 43 is completely finished (if YES in step S5 of Figure 21), the main control board 70 (settlement control means 95) transmits a settlement completion command to the sub-control board 72 via the information transmission means 86 (step S6 of Figure 21) and performs control to bring about a settlement completion state C3 in which the acceptance of medals detected by the passage detection sensor 89 is not permitted for a predetermined period of time (step S7 of Figure 21). In other words, the settlement control means 95 of the main control board 70 keeps the blocker 99 of the medal selector 92 in the prohibited position, and therefore the slot machine M is kept in a medal acceptance prohibited state B. Consequently, even if medals are inserted through the medal slot 42, those medals are guided to the medal payout slot by the blocker 99 in the prohibited position and discharged into the medal tray 43. This, of course, also applies to the settlement execution state C2 described above. In other words, even in settlement execution state C2, acceptance of medals detected by the passage detection sensor 89 is not permitted.

[0337] On the other hand, when the sub-control board 72 receives a settlement completion command from the main control board 70 (if YES in step S13 of Figure 22), it maintains the display of the aforementioned performance image that indicates settlement is in progress via the liquid crystal display D and the output of the aforementioned performance light that indicates settlement is in progress via at least one of the lighting devices 33d, 34, 35, and 37, while performing control to bring about a settlement completion performance state C3', which outputs a second performance sound (settlement completion performance sound) that indicates the completion of settlement processing, different from the first performance sound described above, through the speaker 14 for about 2 seconds (step S14 of Figure 22). Furthermore, the notification time (sound output period) for the second sound effect is constant regardless of the settlement processing time (the time it takes to dispense the medals). On the other hand, the notification time (sound output period) for the first sound effect varies depending on the settlement processing time (the time it takes to dispense the medals).

[0338] In this embodiment, the output of the second sound effect ends within the period P2 (see Figure 20) of the settlement completion state C3. That is, the settlement completion sound effect state C3' spans the same period P2 as the settlement completion state C3, but has a period P3 during which the second sound effect is output and a silent period P4 during which the second sound effect is not output. In other words, the period P2 of the settlement completion state C3 is set to be longer than the period P3 of the settlement completion sound effect state C3' during which the second sound effect is output. Furthermore, in this embodiment, the time (period) P4 from the end of the output of the second sound effect (end of period P3 of the settlement completion performance state C3') to the end of period P2 of the settlement completion state C3, that is, the silent period P4 during which the second sound effect is not output, is set to be longer than the time from when a medal is inserted into the medal slot 42 until it is detected by the passage detection sensor 89, that is, the period during which a medal inserted into the medal slot 42 during the output of the second sound effect may remain in the medal passage from the medal slot 42 to the passage detection sensor 89. In this embodiment, the time from when a medal is inserted into the medal slot 42 until it is detected by the passage detection sensor 89 is set to approximately 0.1 seconds to 0.65 seconds, for example, approximately 0.3 seconds, or in a modified example, the time from when a medal is detected by the insertion detection sensor 130 until it is detected by the passage detection sensor 89 is set to approximately 0.1 seconds to 0.65 seconds, for example, approximately 0.3 seconds, so the period P4 is set to approximately 0.7 seconds.

[0339] Specifically, in terms of the control operation flow, the settlement control means 95 of the main control board 70 determines whether a predetermined time has elapsed after entering the settlement completion state C3, as shown in Figure 21 (step S8 in Figure 21). Of course, the "predetermined time" in this case (period P2 of settlement completion state C3) is longer than the period P3 of settlement completion performance state C3', as mentioned above. In this embodiment, it is even longer than the period P3 of settlement completion performance state C3', exceeding the time it takes for a medal to be inserted from the medal slot 42 and detected by the passage detection sensor 89, for example, approximately 2.7 seconds. Then, after the main control board 70 enters settlement completion state C3, if a predetermined time has elapsed (if YES in step S8 of Figure 21), the settlement completion state termination command is sent to the sub-control board 72 via the information transmission means 86 (step S9 of Figure 21), and the machine is controlled to return to the aforementioned non-settlement state C1 (step S1 of Figure 21). Consequently, the slot machine M enters medal acceptance permission state A.

[0340] ...

Claims

[Claim 1] Multiple reels, A reel control means that rotates multiple reels and controls the rotation of a reel to stop when a stop operation is performed, A means of changing settings that allows the setting value to be changed, An input receiving means for setting a predetermined number of game values ​​to the input state, An internal lottery method that performs internal lotteries for multiple types of roles, A game state control means that controls the transition between multiple game states, A means of controlling the effects used in the operation of the effects, A means for displaying an image, The system includes a performance control means for controlling the execution of the aforementioned performance, The aforementioned performance includes an operation means performance in which an image of an operation means that mimics the performance operation means is displayed on the display means, prompting the user to operate the performance operation means. The aforementioned performance control means is When the aforementioned operating means image is displayed on the display means, and the performance operation means is operated, notification regarding the acquisition of a predetermined reward is provided. When an error is detected while all of the multiple reels are stopped by the stop operation and the display means is displaying the operation means image, and the error is cleared, the display means displays the operation means image. If a power outage occurs while the display means is displaying the operating means image, and power is restored after the power outage, the display means will not display the operating means image. Even if an error is detected while the display means is displaying the operation means image after all of the multiple reels have stopped due to the stop operation and a predetermined process corresponding to the winning combination has been executed, and the error is cleared, the display means will not display the operation means image. Even if a power outage occurs while the reel is rotating and the display means is displaying the operating means image, and the power is restored and the reel returns to the rotating state, the display means will not display the operating means image. If an error is detected while the display means is displaying the operating means image, and a power outage occurs while the error is being reported, and power is restored after the power outage, the display means will not display the operating means image. It is possible to display a specific display on the display means that is different from the image of the operating means and relates to a specific warning. The aforementioned operating means image is displayed in an area smaller than the specified display. A gaming machine characterized by the following features.