Gaming machines
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- DAITO GIKEN CO LTD
- Filing Date
- 2025-06-05
- Publication Date
- 2026-06-26
Smart Images

Figure 0007880652000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game table represented by a ball-bouncing game machine (pachinko machine), a spinning drum game machine (slot machine), an enclosed game machine, or a medal-less slot machine.
Background Art
[0002] Conventionally, as one type of game table, for example, a slot machine is known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In this type of game table, improvement of the convenience for players is desired.
Means for Solving the Problems
[0005] The gaming machine according to the present invention comprises a first operating means, a second operating means, a third operating means, and a door body on which the first operating means, the second operating means, and the third operating means are arranged, wherein the door body has a region whose surface is rougher than the operating surface of the first operating means (hereinafter referred to as the "rough surface region"), and the rough surface region (hereinafter referred to as the "first rough surface region") is located between the first operating means and the second operating means on the door body, and a first provisional line is drawn connecting the center of the operating surface of the first operating means and the center of the operating surface of the second operating means. When the direction in which a second imaginary line perpendicular to the imaginary line extends is defined as the first direction, the distance of the first rough surface region in the first direction is longer than the distance of the operating surface of the first operating means in the first direction, and when one side of the second imaginary line is defined as the first side, the rough surface region (hereinafter referred to as the "second rough surface region") is also present on the first side of the operating surface of the first operating means in the door body, and the second rough surface region is located in the door body from the first side of the operating surface of the first operating means to the second The rough surface region (hereinafter referred to as the "third rough surface region") extends at least to the first side of the operating surface of the operating means, and when the other side of the second imaginary line is defined as the second side, the rough surface region (hereinafter referred to as the "third rough surface region") also exists on the second side of the operating surface of the first operating means in the door body, and the third rough surface region extends at least from the second side of the operating surface of the first operating means to the second side of the operating surface of the second operating means in the door body, and between the second operating means and the third operating means in the door body The game machine is characterized in that there is a rough surface area (hereinafter referred to as the "fourth rough surface area") between them, the distance of the fourth rough surface area in the first direction is longer than the distance of the operating surface of the third operating means in the first direction, the second rough surface area extends at least from the first side of the operating surface of the second operating means to the first side of the operating surface of the third operating means in the door body, and the third rough surface area extends at least from the second side of the operating surface of the second operating means to the second side of the operating surface of the third operating means in the door body. [Effects of the Invention]
[0006] The objective of the present invention is to provide a gaming machine that can improve the convenience of the player. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a slot machine 100 according to one embodiment of the present invention. [Figure 2] This is a circuit block diagram of the control unit of a slot machine 100 according to one embodiment of the present invention. [Figure 3] This is a flowchart showing the main processing flow of the main control unit. [Figure 4] This is a flowchart showing the initial setup process. [Figure 5] This is a flowchart showing the flow of the settings change process. [Figure 6] This is a flowchart showing the flow of the main control unit timer interrupt processing. [Figure 7] The device monitoring process has concluded. [Figure 8] This flowchart shows the flow of the setting value verification process. [Figure 9] This figure shows an example of a notification method in the settings confirmation state. [Figure 10] This figure shows an example of a notification method when the settings have been changed. [Figure 11] (a) This diagram shows an example of the operation flow of the 1BET / Settlement button 130. (b) This diagram shows an example of the operation flow of the Settlement button 147. [Figure 12] (a) This diagram shows an example of the flow of events that occur when an event not caused by the player's actions occurs while the 1BET / Settlement button is being operated. (b) This diagram shows an example of the flow of events that occur when an event caused by the player's actions occurs while the 1BET / Settlement button is being operated. [Figure 13] This diagram shows an example of a presentation using the payment button 147. [Figure 14]This is a perspective view of the modified slot machine 1100 and dispensing machine 1700 as seen from the front (player side). [Figure 15] This is a circuit block diagram of the control unit of a modified slot machine 1100. [Figure 16] (a) A diagram showing an example of the management screen MD in the settings confirmation state. (b) A diagram showing an example of the panda doll custom settings screen PC. (c) A diagram showing an example of the suggested settings corresponding to the panda doll type. (d) A diagram showing an example of a custom pattern that can be set in custom detailed settings PC2. [Figure 17] (a) A flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400. (b) A flowchart of the command reception interrupt processing of the first sub-control unit 400. (c) A flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 18] (a) A flowchart of the main processing performed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. (d) A flowchart of the image control processing of the second sub-control unit 500. [Figure 19] This flowchart shows the flow of the panda doll suggestion display control process. [Figure 20] (a)~(d) This figure shows an example of a setting suggestion lottery table using panda dolls. [Figure 21] (a) This figure shows an example of a setting suggestion lottery table based on the display of the number of cards exceeded. (b) This figure shows an example of a setting suggestion lottery table based on the AT end image. [Figure 22] This diagram shows a timeline of one example of a custom panda doll performance. [Figure 23] This diagram shows a timeline of two examples of how to create a custom panda doll. [Figure 24] This diagram shows a timeline of three examples of how to create a custom panda doll. [Figure 25]It is a flowchart showing the flow of the panda doll suggestive display control process according to the modification example, and is a process corresponding to the panda doll suggestive display control process described with reference to FIG. 19. [Figure 26] It is a diagram showing in time series a first modification example of the panda doll custom effect. [Figure 27] It is a diagram showing in time series a second modification example of the panda doll custom effect. [Figure 28] It is a perspective view of the slot machine 100 according to the embodiment. [Figure 29] It is a diagram showing the arrangement of symbols applied to each reel 110 to 112 developed in a plane and an explanatory diagram of the symbol names. [Figure 30] (a) It is a partially enlarged view showing the state before the reel tape 150 is attached to the reel frames 212 and 214. (b) It is a partially enlarged view showing the state where the lower end of the reel tape 150 is attached to the reel frames 212 and 214. [Figure 31] It is a partially exploded perspective view of the reel drive unit 200. [Figure 32] It is an exploded perspective view of the reels 110 to 112 and peripheral components. [Figure 33] (a) It is an exploded perspective view of the backlight module 240. (b) It is a front view of the backlight module 240. [Figure 34] (a) It is a front view showing the peripheral components of the right reel 112 in the reel drive unit 200 extracted. (b) It is a cross-sectional view taken along the line A-A in (a). (c) It is a partially enlarged view showing the dotted line portion indicated by the reference sign B in (b) enlarged. [Figure 35] (a) It is an external perspective view showing an example of the structure of the double-sided tape 252. (b) It is a cross-sectional view showing a modification example of the reel tape fixing surface of the reel frame. (c) It is a cross-sectional view showing the cross-section of the portion where the reel tapes 152 overlap doubly. [Figure 36](a) A front view of the stop button unit 136. (b) A front view of the stop button unit 136, showing the rough surface area of the decorative panel 146a. (c) A diagram showing the slide stop operation initiated using the stop buttons 137 to 139. [Figure 37] This is an exploded perspective view showing the components that make up the stop button unit 136. [Figure 38] This is a partial side cross-sectional view showing the side of the left stop button 137 and the cross-section of the decorative panel 146a of the base portion 146. [Figure 39] (a) A front view of the stop button unit 270 according to Modification 1. (b) A cross-sectional view along the CC line in (a). (c) A front view of the stop button unit 275 according to Modification 2. (d) A front view of the stop button unit 280 according to Modification 3. [Figure 40] (a) A front view of the stop button unit 283 according to Modification 4. (b) A front view of the stop button unit 285 according to Modification 5. (c) A front view of the stop button unit 287 according to Modification 6. [Figure 41] (a) This is an external perspective view of a part of the front door 2102 of the slot machine according to the modified example 3, as seen from the front (player side). (b) This is a plan view showing an example of a performance control unit. [Modes for carrying out the invention]
[0008] <<Embodiment>> The following describes a gaming machine (slot machine) according to one embodiment of the present invention, using the drawings.
[0009] <Basic configuration> First, the basic configuration of the slot machine 100 will be explained using Figure 1. Figure 1 is an external perspective view of the slot machine 100 as seen from the front (player side).
[0010] The slot machine 100 shown in Figure 1 comprises a main body 101 and a front door 102 (door body) attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Inside the center of the main body 101 are three reels (left reel 110, middle reel 111, right reel 112) (not shown) with multiple types of symbols arranged on their outer surfaces, configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0011] In this embodiment, each symbol is printed at equal intervals in appropriate numbers on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to constitute each reel 110 to 112. From the player's perspective, approximately three symbols are displayed vertically from the symbol display window 113 on each reel 110 to 112, so that a total of nine symbols are visible. By rotating each reel 110 to 112, the combination of symbols visible to the player changes. In other words, each reel 110 to 112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and their installation positions are not limited to this.
[0012] A backlight (not shown) is positioned on the back of each reel 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol is illuminated evenly. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting part and a light-receiving part is provided near each reel 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting part and the light-receiving part of this optical sensor. Based on the detection result of this sensor, the rotational position of the symbols on the reels is determined, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.
[0013] The winning line indicator lamp 120 is a lamp that indicates the valid winning lines (effective lines) 114. Here, an effective line is one of the five winning lines 114 shown in Figure 1 that is used to determine whether or not a combination of symbols corresponding to the winning combination described later has been displayed (whether or not they have lined up).
[0014] In this example, when three medals are bet, the upward-sloping winning line consisting of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel becomes active, and the game can be started by operating the start lever 135. Thus, the number of active lines is predetermined by the number of medals bet as the game medium, and in this example, when the number of medals inserted is less than three, the active lines are invalid. Note that the number of active lines in the game machine according to this embodiment is not limited to one line, and for example, the number of active lines and the position of the winning lines to be activated may be set according to the number of medals inserted.
[0015] The notification lamp 123 is a lamp that informs the player, for example, that they have internally won a specific winning combination in the internal lottery described later, or that they are in a bonus game. The coin insertion lamp 124 is a lamp that informs the player that they can insert coins. The replay lamp 122 is a lamp that informs the player that they can replay the current game (no coin insertion is required) if they won the replay combination, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for visual effects.
[0016] The bet buttons 130 to 132 are buttons for inserting a predetermined number of tokens (called credits) that are electronically stored in the slot machine 100. In this embodiment, each time bet button 130 is pressed, one token is inserted, up to a maximum of three tokens. When bet button 131 is pressed, two tokens are inserted, and when bet button 132 is pressed, three tokens are inserted. Hereinafter, bet button 132 will also be referred to as the "MAX bet button".
[0017] Furthermore, the bet button 130, like the payout button 147 described later, also has the function of paying out tokens. As will be explained in detail later, a short press of the bet button 130 inserts one token (credit) at a time, and a long press of the bet button 130 pays out the tokens. Hereafter, the bet button 130 will also be referred to as the "1BET / Payout Combined Bet Button".
[0018] The reason the bet button 130 is equipped with the function of paying out tokens is that the payout button 147 also functions as a button used for various effects, making it difficult to understand that the payout button 147 is the button for paying out tokens. In this example, by equipping the bet button 130 with the function of paying out tokens, the convenience for players can be improved.
[0019] The settlement button 147 is a button for settling medals by ejecting both electronically stored medals (credits) and bet medals from the medal payout port 155. If there are bet medals, they may be returned to the stored medals (credits), and if there are no bet medals, the stored medals (credits) may be ejected from the medal payout port 155. The settlement button 147 is a pressable button consisting of a hemispherical component that protrudes forward, and it also functions as a performance button used for various effects. As will be described in detail later, the settlement button 147 is configured to function as a performance button when it is operated at a time when medal settlement is not possible (for example, during the period when an action prompting the operation of the settlement button 147 is being performed). In this example, by preventing settlement from being performed when operating the button in response to an effect, it is possible to prevent users from mistaking it for a malfunction or failure.
[0020] The game token insertion lamp 129 lights up a number of lamps corresponding to the number of tokens inserted, and when the specified number of tokens have been inserted, the game start lamp 121 lights up to indicate that the game is ready to be started.
[0021] The UI button 134 is an operation button used by users (such as players or arcade managers) for various operations, and in this example, it consists of a directional pad and an OK button. The directional pad consists of four arrow keys for up, down, left, and right, and by operating each arrow key, for example, the displayed cursor can be moved in the direction of the arrow. The OK button consists of a single button that can be pressed, and for example, it can be used to confirm the selection where the cursor is positioned on the display screen of the liquid crystal display device 157. In this embodiment, the UI button 134 is used, for example, to display the menu screen, to select various menus on the management screen for changing or confirming settings, to set the volume and brightness, and to select characters and stages for various effects.
[0022] The medal slot 141 is where the player inserts medals to start playing. That is, medals can be inserted electronically using the bet buttons 130 to 132, or by actually inserting medals into the medal slot 141 (insertion operation). Insertion includes both methods.
[0023] The stored tokens indicator 125 is a display for showing the number of tokens electronically stored in the slot machine 100. The game information indicator 126 is a display for showing various internal information (for example, the number of tokens paid out during bonus gameplay) numerically. The payout tokens indicator 127 is a display for showing the number of tokens paid out to the player as a result of winning a prize. The stored tokens indicator 125, the game information indicator 126, and the payout tokens indicator 127 are 7-segment (SEG) displays.
[0024] The start lever 135 is a lever-type switch used to start the rotation of reels 110 to 112. That is, by inserting the desired number of tokens into the token slot 141 or by operating the bet buttons 130 to 132 and then operating the start lever 135, the reels 110 to 112 will start to rotate. The operation of the start lever 135 is called the game start operation.
[0025] The stop button unit 136 is equipped with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating due to the operation of the start lever 135, and each is associated with a specific reel 110 to 112. In addition, a light-emitting element may be provided inside each stop button 137 to 139, and if the stop buttons 137 to 139 can be operated, the light-emitting element can be illuminated to inform the player.
[0026] Hereinafter, operations on stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next stop operation being the second stop operation, and the last stop operation being the third stop operation. The reels that are stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which stop operations are performed on stop buttons 137 to 139 to stop all of the rotating reels 110 to 112 will be referred to as the operation order (or pressing order). Furthermore, the operation order in which the first stop operation is on the left reel 110, followed by the second stop operation on the middle reel 111, will be referred to as the forward pressing order (or forward pressing), and the operation order in which the first stop operation is on the right reel 112, followed by the second stop operation on the middle reel 111, will be referred to as the reverse pressing order (or reverse pressing).
[0027] The medal return button 133 is a button to be pressed to remove medals if they become jammed. The door keyhole 140 is a hole for inserting a key to unlock the front door 102 of the slot machine 100.
[0028] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and attaching various certification labels. Below the title panel 162 are a medal payout opening 155 and a medal tray 161. The sound hole 181 is a hole for outputting sound from a speaker located inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps to enhance the gaming experience. A performance device 160 is installed above the front door 102, and a sound hole 143 is provided above the performance device 160.
[0029] This performance device 160 is equipped with a shutter (shielding device) 163 consisting of two vertically movable right shutters 163a and left shutter 163b, and a liquid crystal display device 157 (display means; also called a "performance image display device") located behind the shutters 163. When the right shutter 163a and left shutter 163b move vertically in front of the liquid crystal display device 157, a portion of the display screen of the liquid crystal display device 157 becomes visible or invisible from the front of the slot machine 100 (player side).
[0030] Furthermore, the display device does not have to be a liquid crystal display; any display device capable of displaying various visual effects and game information is acceptable. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular in shape and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Additionally, decorative elements (not shown) may be placed around the periphery of the display screen, so that a portion of the periphery is hidden by the decorative elements, resulting in the display screen appearing to have an irregular shape. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.
[0031] <Department Head> Next, the circuit configuration of the control unit of the slot machine 100 will be explained in detail using Figure 2. Note that Figure 2 shows a circuit block diagram of the control unit.
[0032] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that mainly controls the effects in response to command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400.
[0033] <Main Control Unit> First, the main control unit 300 (main control means) of the slot machine 100 will be described. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing control program data, lottery data used when internally drawing winning combinations, reel stopping positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used instead of ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 which will be described later.
[0034] The CPU 304 of this basic circuit 302 operates by inputting a clock signal of a predetermined period output by the crystal oscillator 315b as the system clock. Furthermore, when power is turned on, the CPU 304 sends frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 304 at each interrupt time. The CPU 304 then performs monitoring of various sensors and transmission of drive pulses based on this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference interrupt time will be 256 × 47 ÷ 8MHz = 1.504ms.
[0035] The main control unit 300 includes a random value generation circuit 316 (which is assumed to have two built-in random value generation circuits) that derives a value in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 315a, and a start signal output circuit 338 that outputs a start signal (reset signal) when the power is turned on. The CPU 304 starts game control (starts the main processing of the main control unit, which will be described later) when it receives a start signal from the start signal output circuit 338.
[0036] The random number generation circuit 316 generates random numbers for use in the basic circuit 302. There are two main methods for generating random numbers in this random number generation circuit 316: counter mode and random number mode. In counter mode, a number is obtained that counts up (or down) at predetermined time intervals, and this number is derived as a random number. The random number mode has two further methods.
[0037] The first method in random number mode involves performing an operation using a predetermined function (e.g., a modulus function) with a random number seed, and deriving the result of this operation as a random number. The second method involves reading a number from a random number table in the range of 0 to 65535, and deriving the read number as a random number. The random number generation circuit 316 obtains irregular values by utilizing the white noise superimposed on the signals input to the sensor circuit 320 from various sensors 318. The random number generation circuit 316 uses the values thus obtained as the initial value of a counter to count up (down) in counter mode, as a random number seed, or to determine the starting position for reading from the random number table.
[0038] Furthermore, the main control unit 300 is equipped with a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal reception sensor for medals inserted from medal slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, UI button 134 sensor, settlement button 147 sensor, medal dispensing sensor for medals dispensed from medal dispensing device 180, optical sensor for reel 110, optical sensor for reel 111, optical sensor for reel 112, etc.) at interrupt intervals.
[0039] Furthermore, when the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random value generation circuit 316. Upon receiving this signal, the random value generation circuit 316 latches the value at that moment and stores it in a register that stores random values to be used for the lottery.
[0040] Two medal reception sensors are installed in the internal passage of the medal slot 141 to detect whether or not a medal has passed through. Two start lever sensors are installed inside the start lever 135 to detect the start operation by the player. Stop button sensors 137, 138, and 139 are installed on the respective stop buttons 137 to 139 to detect the operation of the stop buttons by the player.
[0041] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are installed on the respective coin insertion buttons 130 to 132. When a bet operation is detected, the sensors detect the operation to insert coins that are electronically stored in the RAM 308 as coins to be inserted into the game.
[0042] The UI button 134 sensor is located on the UI button 134 and is used to detect when the directional buttons and the OK button on the UI button 134 are pressed. The settlement button 147 sensor is located on the settlement button 147 and is used to detect when the settlement button 147 is pressed. The medal dispensing sensor is used to detect when the medal dispensing device 180 dispenses medals. Note that each of the above sensors may be a non-contact type sensor or a contact type sensor.
[0043] The optical sensors on reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each reel 110 to 112, and each time a light-shielding piece provided on the reel frame passes over them, they reach an L level. When the CPU 304 detects this signal, it determines that the reel has rotated once and resets the rotation position information of the reel to zero.
[0044] The main control unit 300 includes a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that sorts the inserted medals, a drive circuit 326 that drives the motor provided on the medal dispensing device 180, and a drive circuit 328 that drives various lamps 339 (winning line indicator lamp 120, notification lamp 123, game medal insertion ready lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored medal count indicator 125, game information indicator 126, and payout count indicator 127).
[0045] Furthermore, the basic circuit 302 is connected to an information output circuit 334 (external centralized terminal board 248), and the main control unit 300 outputs game information (for example, game status) of the slot machine 100 to an information input circuit 652 provided by an external hall computer (not shown) via this information output circuit 334.
[0046] Furthermore, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (power supply means) (not shown). The voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply falls below a predetermined value (9V in this embodiment).
[0047] Furthermore, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Information communication between the main control unit 300 and the first sub-control unit 400 is unidirectional; the main control unit 300 is configured to send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as commands to the main control unit 300.
[0048] <Deputy Commander> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands transmitted by the main control unit 300 via an input interface and includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of spins, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 414 as the system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting patterns and various indicators, etc.
[0049] The CPU 404 transmits frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and circuit based on the timing of this interrupt request.
[0050] Furthermore, the first sub-control unit 400 is equipped with a sound source IC 418, and speakers 272 and 277 (sound output means) are connected to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272 and 277 in response to commands from the CPU 404. An S-ROM (sound ROM) containing sound data is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from speakers 272 and 277.
[0051] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 422, to which various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, etc.) are connected via an input / output interface. In addition, an LED driver that controls the driving of multiple LEDs (light sources) provided on the settlement button 147 is connected to the drive circuit 422 via an input / output interface.
[0052] Furthermore, the CPU 404 transmits and receives signals to the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the performance device 160, including the display control of the performance image display device 157. The second sub-control unit 500 may be composed of multiple control units, such as a control unit that controls the display of the liquid crystal display device 157, and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0053] The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, RAM 508 for temporarily storing data, I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, counts, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 514 as the system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0054] The CPU 504 transmits frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 504 at each interrupt time. The CPU 504 controls each IC and circuit based on the timing of this interrupt request.
[0055] Furthermore, the second sub-control unit 500 is equipped with a drive circuit 530 that drives the motor of the shutter 163, and the shutter 163 is connected to the drive circuit 530 via an output interface. This drive circuit 530 outputs a drive signal to a stepping motor (not shown) provided on the shutter 163 in response to a command from the CPU 504.
[0056] Furthermore, the second sub-control unit 500 is equipped with a sensor circuit 532, to which a shutter sensor 538 capable of detecting the position of the shutter 163 is connected via an input interface. The CPU 504 monitors the status of the shutter sensor 538 at interrupt intervals.
[0057] Furthermore, the second sub-control unit 500 is equipped with a VDP 534 (video display processor), to which a ROM 506 and a VRAM 536 are connected via a bus. Based on signals from the CPU 504, the VDP 534 reads image data stored in the ROM 506, generates a display image using the work area of the VRAM 536, and displays the image on the image display device 157.
[0058] <Main processing of the main control unit> First, using Figure 3, we will explain the main processing performed by the CPU 304 of the main control unit 300. Note that Figure 3 is a flowchart showing the flow of the main processing of the main control unit.
[0059] As described above, the main control unit 300 is equipped with a startup signal output circuit (reset signal output circuit) 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302, upon receiving this startup signal, resets via a reset interrupt and executes the main processing of the main control unit according to the control program pre-stored in the ROM 306.
[0060] When the power is turned on, various initial setup processes are performed in step S101. As will be explained in detail later, this initial setup process includes processes related to initial setup, setting changes, and recovery.
[0061] In step S102, the medal insertion / start operation acceptance process is executed. Here, the system checks whether a medal has been inserted and prepares to send an insertion command to the first sub-control unit 400 indicating that a medal has been inserted. For example, the main control unit 300 monitors the state of the 1BET / settlement button 130 sensor, and when it detects a short press of the 1BET / settlement button 130 at a time when medal insertion using the 1BET / settlement button 130 is possible (for example, during a period when the game is not in progress) (if the system becomes undetected and no operation is detected before a predetermined period (1 second in this example) has elapsed since the operation of the 1BET / settlement button 130 was detected), it performs the process of inserting one medal and prepares to send an insertion command to the first sub-control unit 400 indicating that the process of inserting one medal has been executed.
[0062] Furthermore, if a replay win occurred in the previous game, the same number of tokens as those used in the previous game will be inserted, resulting in a replay state where the player does not need to insert any more tokens. Additionally, a check is performed to see if the start lever 135 has been operated. If the start lever 135 has been operated, the game proceeds to step S103.
[0063] Step S103 determines the number of medals inserted and performs a winning line confirmation process to determine the valid winning lines.
[0064] In step S104, a random number acquisition process is performed to obtain the random number generated by the random number generation circuit 316, and in the next step S105, an internal prize draw process is performed. In this internal prize draw process, the prize draw table stored in the ROM 306 is read according to the current game state, and an internal draw is performed using this and the acquired random number, and preparations are made to send an internal draw command indicating the result of this internal draw to the first sub-control unit 400. If an internal prize (including an activated prize) is won as a result of the internal draw, the flag for that prize is turned on.
[0065] In step S106, a reel stop data selection process is performed to select reel stop data based on the internal lottery result of the internal lottery process for winning combinations. This reel stop data is stored in the ROM 306 of the main control unit 300. Also in step S106, preparations are made to send a reel stop data command containing information about the selected reel stop data to the first sub-control unit 400. In step S107, the reel rotation start process is executed, and all reels 110 to 112 begin to rotate.
[0066] In step S108, reel stop control processing is performed. In reel stop control processing, stop buttons 137 to 139 become available. When any of the stop buttons are pressed, the stop table of reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of retracted frames set in the stop table. Once all reels 110 to 112 have stopped, the process proceeds to step S109.
[0067] In step S108, preparations are made to send a stop button reception command (specifically, a stop button reception 1 command for the first stop operation, a stop button reception 2 command for the second stop operation, and a stop button reception 3 command for the third stop operation) to the first sub-control unit 400 for each stop operation, and preparations are made to send a reel stop command (specifically, a reel stop 1 command for the first stop reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) to the first sub-control unit 400 for each stop operation.
[0068] In step S109, a prize determination process is performed to determine if a prize has been won. In this prize determination process, if a combination of symbols corresponding to a prize is displayed on the activated prize line 114, it is determined that a prize has been won for that prize. For example, if "bell-bell-bell" is lined up on the activated prize line, it is determined that a small prize (bell) has been won. Also in this step S109, preparations are made to send a prize determination command indicating the result of the prize determination to the first sub-control unit 400.
[0069] Step S110 performs the medal payout process. In the medal payout process, if any winning combination that is eligible for a payout has been achieved, the number of medals corresponding to that winning combination will be paid out according to the number of winning lines.
[0070] In step S111, game state control processing is performed. This game state control processing involves processing related to the transition of each game state in the AT system, and the game state is changed when the start or end conditions for those states are met. Preparations are also made to send a game state command that includes information indicating the current game state of the AT system.
[0071] This completes one game. From here on, the game will proceed by returning to step S102 and repeating the process described above. The various commands prepared in each of the above steps will be transmitted in the command setting transmission process (step S206) of the main control unit timer interrupt processing, which will be described later.
[0072] <Initial setup process> Next, using Figure 4, we will explain the initial setup process (step S101) in the main processing of the main control unit, which was explained using Figure 3. Note that this figure is a flowchart showing the flow of the initial setup process.
[0073] Step S121 performs the initial startup settings. This initial startup setting includes setting the initial stack value (temporary setting) for the CPU304's stack pointer (SP), disabling interrupts, initializing the I / O310, initializing various variables to be stored in RAM308, and enabling and setting the initial value for WDT314.
[0074] In step S122, it is determined whether or not there is an abnormality in RAM308. If there is an abnormality, the process proceeds to step S127 to execute the initialization process. If there is no abnormality, the process proceeds to step S123.
[0075] In step S123, it is determined whether the front door 102 is in an open state (door open). If the door is open, the process proceeds to step S124; otherwise, the process proceeds to step S125 to execute the recovery process.
[0076] Here, the determination of whether the front door 102 is in an open state is made by monitoring the state of an open / close detection SW (switch) (detection means) capable of detecting the open / closed state of the front door 102 (door body). When a signal indicating a closed state is detected, it is determined that the front door 102 is in a closed state (door closing), and closed detection information indicating that the closing of the front door 102 has been detected is stored in the RAM 308. On the other hand, when a signal indicating an open state is detected, it is determined that the front door 102 is in an open state (door opening), and open detection information indicating that the opening of the front door 102 has been detected is stored in the RAM 308.
[0077] In step S124, it is determined whether the setting key SW is ON or OFF. If it is ON, the process proceeds to step S126 to execute the setting change process. If it is OFF, the process proceeds to step S125 to execute the reset process. In other words, when the slot machine 100 is powered on with the front door 102 open and the setting key SW ON, the setting change process is started, and the machine is set to a setting change state in which it is possible to set one of several setting values.
[0078] In the recovery process of step S125, the process of restoring the slot machine 100 to its state before the power outage is executed (for example, restoring the recovery data saved in RAM 308 during the power outage process in step S211 of the main control unit timer interrupt process), and then the initial setup process is terminated.
[0079] In step S126, the configuration change process is performed, and then the process proceeds to step S127. As will be explained in detail later, this configuration change process involves performing operations related to the configuration change.
[0080] In step S127, initialization processing is performed. This initialization processing involves initializing the data in RAM308 (RAM clear), etc., and then the initial setup process is terminated.
[0081] <Configuration Change Process> Next, using Figure 5, we will explain the setting change process (step S126) in the initial setup process described using Figure 4. Note that this figure is a flowchart showing the flow of the setting change process.
[0082] In step S131, the RAM 308 data is initialized (RAM clear), and in the next step S132, preparations are made to send a setting change start command to the first sub-control unit 400 to indicate that the setting change has begun. When the first sub-control unit 400 receives this setting change start command from the main control unit 300, it executes the process to start displaying the management screen (for example, the management screen (setting change) shown in Figure 10(a)). Also in step S132, the interrupt status is set to "setting change in progress". As a result, in the various game processing in step S204 of the main control unit timer interrupt processing described later, processing corresponding to "setting change in progress" is executed.
[0083] In step S133, the current setting value is displayed using a setting value display device 101a (not shown) located inside the front door 102. For example, if the current setting value is setting 6, the number 6 is displayed to indicate setting 6. In step S134, it is determined whether or not the reset switch located inside the front door 102 has been operated. If it has been operated, the current setting value is changed. If it has not been operated, the system accepts setting value changes via the reset switch until the start lever 135 is operated in step S136.
[0084] More specifically, in steps S134 to S136, each time the reset switch is operated, the currently set value of 1 to 6 is updated by adding 1, and when the set value exceeds 6, it is reset to 1. This process is repeated to change the set value. Also, in step S136, if it is determined that the start lever 135 has been operated, the operation to change the set value using the reset switch is terminated, and the process proceeds to step S137.
[0085] In step S137, the setting value displayed on the setting value display device 101a is stored in the RAM 308 as a new setting value (the setting value is confirmed), and in the next step S138, the display on the setting value display device 101a is cleared and the setting value is hidden.
[0086] In this example, the setting value is confirmed when the start lever 135 is operated. However, a process to determine whether the front door 102 is open or closed may be added, and the setting value may be confirmed only when the front door 102 is open. In this case, the setting value cannot be confirmed when the front door 102 is closed, but the display of the management screen (setting change) may continue.
[0087] In step S139, it is determined whether the setting key SW is OFF or ON. If it is ON, the process in step S139 is repeated. If it is OFF, the process proceeds to step S140. In step S140, it is determined whether the front door 102 is open or closed. If it is open, the process proceeds to step S141 to complete the setting change. If it is closed, the process returns to step S139.
[0088] In step S141, preparations are made to send a configuration change completion command to the first sub-control unit 400, indicating that the configuration changes are complete. When the first sub-control unit 400 receives this configuration change completion command from the main control unit 300, it executes a process to terminate the display of the management screen (configuration changes).
[0089] <Main control timer interrupt processing> Next, using Figure 6, we will explain the main control unit timer interrupt processing executed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt processing.
[0090] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined interval (approximately once every 2ms in this embodiment), and the main control unit timer interrupt processing is started at a predetermined interval triggered by this timer interrupt signal.
[0091] In step S201, the timer interrupt start process is performed. This timer interrupt start process includes temporarily saving the values of each register of the CPU304 to the stack area. In step S202, the WDT314 is restarted periodically (in this embodiment, once every 2ms, which is the period of the main control unit timer interrupt) to prevent a WDT interrupt from occurring (to prevent detection of a processing abnormality) if the count value of the WDT314 exceeds the initial setting value (32.8ms in this embodiment).
[0092] In step S203, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of various sensors 318 are input via the input ports of the I / O 310, the presence or absence of detection signals is monitored, and the signal status is stored in a signal status storage area provided in RAM 308, partitioned for each of the various sensors 318. In step S204, various game processing is executed, and processing according to the interrupt status is performed. In step S205, timer update processing is performed. More specifically, various timers are updated according to their respective time units.
[0093] In step S206, the command setting transmission process is performed, and the various commands that were prepared for transmission are sent to the first sub-control unit 400. The first sub-control unit 400 can determine the performance control in response to the change in game control in the main control unit 300 based on the command type included in the received output schedule information, and can also determine the content of the performance control based on the command data information included in the output schedule information.
[0094] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in RAM 308 is output to an information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0095] Step S208 performs device monitoring. As will be explained in detail later, this device monitoring process includes setting value confirmation, door open monitoring, and settlement processing.
[0096] In step S209, the system monitors whether the low-voltage signal is on or off. If the low-voltage signal is on (i.e., power interruption is detected), the system proceeds to step S211; otherwise, it proceeds to step S210.
[0097] In step S210, various processes are performed to terminate the timer interrupt termination process. In this timer interrupt termination process, the values of each register that were temporarily saved in step S201 are set back to their original values, and the system returns to the main processing of the main control unit. Meanwhile, in step S211, specific variables and the stack pointer necessary to return to the state at the time of power loss are saved as recovery data to a predetermined area of RAM308, power loss processing such as initialization of input / output ports is performed, and the system returns to the main processing of the main control unit.
[0098] <Device monitoring process> Next, using Figure 7, we will explain the device monitoring process (step S208) in the main control unit timer interrupt processing described using Figure 6. Note that this figure is a flowchart showing the flow of the device monitoring process.
[0099] In step S211, the system proceeds to step S212 after performing a setting value verification process. As will be explained in detail later, this setting value verification process performs processing related to setting verification. In step S212, the door open monitoring process is performed.
[0100] In the door open monitoring process, the main control unit 300 monitors the state of an open / close detection SW (switch) (detection means) capable of detecting the open / closed state of the front door 102 (door body). When it detects a signal indicating a closed state, it stores closed detection information in the RAM 308 indicating that the front door 102 has been closed, and prepares to send a door closed detection command to the first sub-control unit 400 indicating that the front door 102 has been closed. When the first sub-control unit 400 receives this door closed detection command from the main control unit 300, it stores the closed detection information (in this example, information indicating "closed" and the date and time of closing) in the RAM 408 as history information in chronological order.
[0101] Meanwhile, in the door open monitoring process, the main control unit 300 monitors the state of the open / close detection switch, and when it detects a signal indicating that the door is open, it stores open detection information in the RAM 308 indicating that the front door 102 has been opened, and prepares to send a door open detection command to the first sub-control unit 400 indicating that the front door 102 has been opened. When the first sub-control unit 400 receives this door open detection command from the main control unit 300, it stores the open detection information (in this example, information indicating "open" and the date and time of opening) in the RAM 408 as history information in chronological order, and also issues a door open notification.
[0102] The door open notification will be described later, but in this example, when the front door 102 is in the open state, the liquid crystal display device 157 displays an open notification message (for example, the string "The door is open") and the speakers 272 and 277 output an open notification sound (for example, the voice "The door is open"). The manner of the door open notification is not particularly limited, and for example, in addition to (or instead of) these open notification messages and sounds, light-emitting elements (various lamps 420, etc.) may be illuminated in an open illumination manner (for example, flashing).
[0103] In step S213, after performing the settlement process, the system proceeds to step S214. In this settlement process, the main control unit 300 monitors the state of the settlement button 147 sensor, and when it detects a signal indicating that the settlement button 147 has been operated at a time when settlement by the settlement button 147 is possible (for example, during the period from when the game can be started until the start lever 135 is opened), it performs the medal settlement process (the process of discharging both the bet medals and the stored medals from the medal payout opening 155) and prepares to send a settlement command to the first sub-control unit 400 indicating that the medal settlement process has been executed.
[0104] In addition, during this settlement process, the main control unit 300 monitors the state of the single-bet button 130 sensor, and when it detects a long press operation of the single-bet / settlement bet button 130 at a time when settlement using the single-bet / settlement bet button 130 is possible (for example, during the period from when the game can be started until the start lever 135 accepts operation), it performs the medal settlement process (the process of discharging both the bet medals and the stored medals from the medal payout port 155) and prepares to send a settlement command to the first sub-control unit 400 indicating that the medal settlement process has been executed.
[0105] In step S214, after performing other device monitoring processes, the device monitoring process is terminated. Other device monitoring processes include error notification start processing, error notification end processing, and monitoring of performance operations by the settlement button 147.
[0106] In this monitoring process for performance operations using the settlement button 147, the main control unit 300 monitors the state of the settlement button 147 sensor. When it detects a signal indicating that the settlement button 147 has been operated at a time when settlement using the settlement button 147 is not possible (for example, during the period when an operational performance prompting the operation of the settlement button 147 is being performed), it performs processing corresponding to the performance operation using the settlement button 147 (for example, displaying an operation response performance) and prepares to send a command to the first sub-control unit 400 indicating that the performance operation has been performed.
[0107] <Setting value confirmation process> Next, using Figure 8, we will explain the setting value verification process (step S211) in the device monitoring process described using Figure 7. Note that this figure is a flowchart showing the flow of the setting value verification process.
[0108] In step S221, it is determined whether or not the setting value is being checked. If it is being checked, the process proceeds to step S226; otherwise, it proceeds to step S222. In step S222, it is determined whether or not the setting value check validity period has expired. If it has expired, the process proceeds to step S223; otherwise, the setting value check process is terminated.
[0109] Here, the setting value confirmation validity period is the period when the machine is not in the MAX bet state (a state in which the number of tokens required to start one game (3 tokens in this example) has been bet, or in the state of replay due to a replay), the open / close detection switch is not in the closed detection state, none of the reels 110 to 112 are spinning, and no error is being reported. Note that the conditions for the setting value confirmation validity period do not have to be all of the above conditions, but may be any or any of the above conditions.
[0110] In step S223, it is determined whether the setting key SW is ON or OFF. If it is OFF, the setting value confirmation process ends; if it is ON, the process proceeds to step S224. In step S224, the current setting value is displayed using the setting value display device 101a (not shown) located inside the front door 102. For example, if the current setting value is setting 6, the number 6 is displayed to indicate setting 6. In the next step S225, preparations are made to send a setting confirmation start command to the first sub-control unit 400 to indicate that the setting confirmation should begin. When the first sub-control unit 400 receives this setting confirmation start command from the main control unit 300, it executes a process to start displaying the management screen (for example, the management screen (setting confirmation) shown in Figure 9(c)).
[0111] In step S226, which is performed during the setting check, it is determined whether the front door 102 is closed or not. If it is open, the process proceeds to step S227; if it is closed, the process proceeds to step S232.
[0112] In step S227, while the settings are being checked and the front door 102 is open, it is determined whether or not an alarm sound is being output. If an alarm sound is being output, the process proceeds to step S228, where preparations are made to send an alarm sound termination command to the first sub-control unit 400 to indicate that the alarm sound output will be terminated. When the first sub-control unit 400 receives this alarm sound termination command from the main control unit 300, it executes a process to stop the output of the alarm sound from speakers 272 and 277.
[0113] In step S232, while the settings are being checked and the front door 102 is closed, it is determined whether or not an alarm sound is being output. If an alarm sound is being output, the setting value confirmation process is terminated. If an alarm sound is not being output, the process proceeds to step S233, where preparations are made to send an alarm sound start command to the first sub-control unit 400 to indicate that the alarm sound output will begin. The first sub-control unit 400 executes the following process when it receives this alarm sound start command from the main control unit 300.
[0114] In other words, in this example, when the settings are being checked and the front door 102 is open, the output of the notification sound from speakers 272 and 277 is stopped, while when the settings are being checked and the front door 102 is closed, the output of the notification sound from speakers 272 and 277 is started.
[0115] In this example, by not outputting an alert sound when the door is open during the settings confirmation state, it is possible to check the settings and make various settings in a comfortable environment. On the other hand, by outputting an alert sound when the door is closed during the settings confirmation state, it is possible to prevent fraudulent activity and prevent users from forgetting to complete the settings confirmation process. This ensures security while improving convenience for the amusement parlor.
[0116] In step S229, it is determined whether the setting key SW is OFF or ON. If it is ON, the setting value confirmation process is terminated in order to continue the setting confirmation. If it is OFF, the process proceeds to step S230. In step S230, the display on the setting value display device 101a is cleared, and the setting value is hidden. In the next step S231, preparations are made to send a setting confirmation termination command to the first sub-control unit 400, indicating that the setting confirmation has been terminated. When the first sub-control unit 400 receives this setting confirmation termination command from the main control unit 300, it executes a process to terminate the display of the management screen.
[0117] <Notification methods in the setting confirmation state and the setting change state> Next, Figures 9 and 10 will be used to explain the notification methods in the setting confirmation state and the setting change state.
[0118] Before explaining the notification methods, let's first explain each item shown on the left side of Figures 9 and 10. "Time Progression" indicates the flow of time, showing that time progresses from left to right in the diagram. "Power Supply" indicates the state of the power supply supplied to the slot machine 100 from an external source, with "ON" indicating that power is being supplied and "OFF" indicating that power supply has been stopped. When the power supply is turned ON, power is supplied from the power management unit (not shown) to each control unit (main control unit 300, first sub-control unit 400, second sub-control unit 500, etc.).
[0119] The "Setting Key SW" indicates the operation status (ON / OFF) of the setting key SW, which can switch the slot machine 100 to a setting change state or a setting confirmation state. The "Open / Close Detection SW" indicates the detection status of the open / close detection SW (open / close sensor), which can detect the open / closed state of the front door 102. "Open" indicates that the front door 102 has been detected as open, and "Closed" indicates that the front door 102 has been detected as closed.
[0120] "Reset SW" indicates the operation status (pressed / not pressed) of the reset switch, "Start Lever" indicates the operation status (pressed / not pressed) of the start lever 135, and "Cross Button" indicates the operation status (operated / not operated) of the cross button of the UI button 134. "Speaker" indicates the type of sound (including silence) output from speakers 272 and 277, and "Setting Value Display" indicates the display content (including hidden content) displayed by the setting value display device 101a.
[0121] <Notification method in the setting confirmation state> Next, we will explain the notification method in the setting confirmation state using Figure 9. Figure 9 is a diagram showing an example of the notification method in the setting confirmation state.
[0122] As explained using the setting value confirmation process shown in Figure 8, the slot machine 100 is configured to allow setting confirmation, which is a state in which the currently set setting value can be checked. Figure 9 shows an example of the process from a playable state where the game can proceed to a setting confirmation state, and then, in this setting confirmation state, after setting the panda doll customization and displaying the setting value (described later), transitioning from the setting confirmation state to a playable state.
[0123] <Notification method in the settings confirmation state / Normal game state> In Figure 9, the state indicated by the symbol T11 is when the power is ON, the setting key SW is OFF, and the front door 102 is closed, which is a playable state in which the game can proceed (in this example, the normal play state).
[0124] In this state, as shown in Figure 9(a), the liquid crystal display 157 is used to execute normal gameplay sequences corresponding to the normal gameplay state, and speakers 272 and 277 output sound corresponding to the normal gameplay state (in this example, normal stage BGM).
[0125] <Notification method in the setting confirmation state / Front door open> In Figure 9, the state indicated by the symbol T12 is the state in which the front door 102, which was closed during normal gameplay, is opened.
[0126] In this state, since the front door 102 was opened during normal gameplay, a door open notification is issued. In this example, as shown in Figure 9(b), the liquid crystal display device 157 is used to display an open notification (in this example, the text string "The door is open"), and speakers 272 and 277 output an open notification sound (in this example, the voice "The door is open").
[0127] <Notification method in the setting confirmation state / Setting key SW is ON> In Figure 9, the state indicated by the symbol T13 is when the power is ON (power on state), the front door 102 is open (door open state), and the setting key SW has been switched from OFF to ON.
[0128] In this state, the conditions for transitioning from the playable state to the setting confirmation state (power ON, front door 102 open, setting key SW switched from OFF to ON) have been met, so the door open notification is terminated, and the system transitions to the setting confirmation state. The setting value display device 101a displays the current setting value, which in this example shows the number 6, indicating setting 6. In addition, the first sub-control unit 400 has received a setting confirmation start command from the main control unit 300 and is displaying the management screen (setting confirmation) as shown in Figure 9(c).
[0129] The display format of the management screen (settings confirmation) shown in the settings confirmation state is not particularly limited, but in this example, it includes items such as "Time Setting" which allows setting the time, "Error History" which displays the history of errors that occurred in slot machine 100, "Eco Function Settings" which allows setting power saving mode, etc., "Volume Setting" which allows setting the volume of speakers 272 and 277, and "Panda Doll Custom" which allows changing the way the setting values are suggested. Details of "Panda Doll Custom" will be described later.
[0130] Furthermore, in this state, although the front door 102 is open, the system is configured not to output an opening notification sound (for example, "The door is open") from speakers 272 and 277 because it is in a setting confirmation state.
[0131] In this example, by not outputting an alert sound when the door is open while the settings are being checked, it is possible to check the settings and make various settings (in this example, select items on the management screen) in a comfortable environment, thereby improving convenience for the amusement parlor.
[0132] Furthermore, when the management screen (settings confirmation) is displayed, if the cross button or OK button of UI button 134 is pressed, the system may or may not output an operation sound corresponding to that operation.
[0133] <Notification method / Cross button selection operation in the settings confirmation state> In Figure 9, the state indicated by the symbol T14 represents the state in which the cross-shaped button of the UI button 134 is selected while the management screen in the settings confirmation state is being displayed.
[0134] In the same state, while the management screen shown in Figure 9(c) is displayed, the cross button of UI button 134 is pressed, the "Panda Doll Custom" item is provisionally selected, and then the OK button of UI button 134 is pressed, transitioning to the Panda Doll Custom settings screen, which is then displayed as shown in Figure 9(d).
[0135] <Notification method in the setting confirmation state / Front door closed> In Figure 9, the state indicated by the symbol T15 is the state in which the front door 102, which was open in the setting confirmation state, is closed.
[0136] In this state, since the front door 102 was closed during the setting confirmation state, a warning notification is issued, and in this example, as shown in Figure 9(d), a warning notification sound (in this example, a "beep beep" sound) is output from speakers 272 and 277.
[0137] In this example, only a warning sound is used as a warning notification. However, in addition to (or instead of) this warning sound, a warning display using the liquid crystal display device 157 (for example, displaying the text "Checking settings") or a warning light using a light-emitting element (various lamps 420, etc.) (for example, flashing) may also be implemented.
[0138] In this example, by not outputting an alert sound when the door is open during the settings confirmation state, it is possible to check the settings and make various settings in a comfortable environment. On the other hand, by outputting an alert sound when the door is closed during the settings confirmation state, it is possible to prevent fraudulent activity and prevent users from forgetting to complete the settings confirmation process. This ensures security while improving convenience for the amusement parlor.
[0139] Furthermore, in the same state, since the front door 102 was closed during the setting confirmation state, the setting value display device 101a (in this example, the number 6 indicating setting 6) is temporarily erased and hidden.
[0140] <Notification method in the setting confirmation state / Front door open> In Figure 9, the state indicated by the symbol T16 is the state in which the front door 102, which was closed in the setting confirmation state, is opened.
[0141] In this state, since the front door 102 is open in the setting confirmation state, the system is configured not to execute a door open notification, and not to display an open notification on the liquid crystal display device 157 (for example, displaying the string "The door is open") or to output an open notification sound (for example, an audio message "The door is open") from speakers 272 and 277.
[0142] In this example, by not outputting an alert sound when the door is open in the settings confirmation state, it is possible to check the settings and make various settings (in this example, the panda doll customization settings) in a comfortable environment, thereby improving convenience for the amusement parlor.
[0143] On the other hand, in the same state, since the front door 102 was opened in the setting confirmation state, the setting value display device 101a, which had been temporarily erased, displays the setting value again (in this example, the number 6, which indicates setting 6).
[0144] <Notification method in setting confirmation state / Setting key SW OFF> In Figure 9, the state indicated by the symbol T17 is the setting confirmation state in which the front door 102 is open and the setting key SW has been switched from ON to OFF.
[0145] In this state, the conditions for transitioning from the setting confirmation state to the playable state (the setting key SW is turned from OFF to ON with the front door 102 open) are met, so the system transitions to the playable state, and the setting value display on the setting value display device 101a (in this example, the number 6 indicating setting 6) is erased and hidden.
[0146] Furthermore, in the same state, since the front door 102 is open while the game is playable, a door open notification is performed. In this example, as shown in Figure 9(f), the liquid crystal display device 157 is used to display an open notification (in this example, the text string "The door is open"), and speakers 272 and 277 output an open notification sound (in this example, the voice "The door is open").
[0147] <Notification method in the setting confirmation state / Front door closed> In Figure 9, the state indicated by the symbol T18 is the state in which the front door 102, which was open, is closed when the game is ready to play.
[0148] In this state, since the front door 102 is closed while the game is playable, the door opening notification is terminated, and as shown in Figure 9(g), the liquid crystal display device 157 is used to execute the normal gameplay sequence corresponding to the normal gameplay state, and speakers 272 and 277 output the sound corresponding to the normal gameplay state (in this example, the normal stage BGM).
[0149] <Notification method when settings are changed> Next, we will explain the notification method in the setting change state using Figure 10. Figure 10 is a diagram showing an example of the notification method in the setting change state.
[0150] As explained using the setting change process shown in Figure 5, the slot machine 100 is configured to be able to set a setting change state in which one setting value can be selected from among multiple setting values. Figure 10 shows an example of the flow from a playable state in which the game can proceed to a setting change state, and then, after changing the setting value in this setting change state, transitioning from the setting change state to a playable state.
[0151] <Notification method when settings are changed / Normal gameplay state> In Figure 10, the state indicated by the symbol T21 is when the power is ON, the setting key SW is OFF, and the front door 102 is closed, which is a playable state in which the game can proceed (in this example, the normal play state).
[0152] In this state, similar to the state shown in Figure 9(a), the liquid crystal display 157 is used to execute the normal gameplay animations corresponding to the normal gameplay state, and speakers 272 and 277 output sound corresponding to the normal gameplay state (in this example, the normal stage BGM).
[0153] <Notification method when settings are changed / Front door open> In Figure 10, the state indicated by the symbol T22 is the state in which the front door 102, which was closed during normal gameplay, is opened.
[0154] In this state, since the front door 102 was opened during normal gameplay, a door open notification is issued. In this example, similar to the state shown in Figure 9(b), the liquid crystal display device 157 is used to display an open notification (in this example, the text string "The door is open"), and speakers 272 and 277 output an open notification sound (in this example, the voice "The door is open").
[0155] <Notification method when settings are changed / Power OFF> In Figure 10, the state indicated by the symbol T23 represents the state where the power supply has been switched from ON to OFF.
[0156] In this state, the power has been turned off, so the door open notification has been stopped. In this example, the display of the door open notification on the liquid crystal display device 157 (in this example, the display of the text "The door is open") and the output of the door open notification sound (in this example, the voice "The door is open") from speakers 272 and 277 have been stopped.
[0157] <Notification method when settings are changed / Setting key SW is ON> In Figure 10, the state indicated by the symbol T24 is when the power is OFF, the front door 102 is open, and the setting key SW has been switched from OFF to ON.
[0158] In this state, the power remains OFF, and therefore the door open notification continues to be disabled. <Notification method when settings are changed / Power ON> In Figure 10, the state indicated by the symbol T25 is the state in which the power supply is switched from ON to OFF while the setting key SW is ON.
[0159] In this state, the conditions for transitioning from the playable state to the setting change state (front door 102 is open, setting key SW is ON, and power is ON) have been met, so the system has transitioned to the setting change state, and the setting value display device 101a is used to display the current setting value, which in this example is the number 6, indicating setting 6. Also, the first sub-control unit 400 has received a setting change start command from the main control unit 300, and is displaying the management screen (setting change) as shown in Figure 10(a).
[0160] The display format of the management screen (settings change) shown when settings are changed is not particularly limited, but in this example, items such as "Time setting" which allows setting the time, "Error history" which displays the history of errors that occurred in slot machine 100, "Eco function settings" which allows setting power saving mode, etc., and "Volume setting" which allows setting the volume of speakers 272 and 277 are provided.
[0161] Although the administration screen (settings change) does not currently include a "Panda Doll Customization" item that allows users to change the way the setting values are suggested, it may be possible to include a "Panda Doll Customization" item, similar to the administration screen (settings confirmation) explained using Figure 9(c).
[0162] If a "Panda Doll Customization" item is included in the management screen (settings change) when settings are changed, and custom settings are enabled, settings related to setting suggestion displays can be configured when settings are changed, improving convenience for amusement parlor staff. On the other hand, if a "Panda Doll Customization" item is not included in the management screen (settings change) when settings are changed, and custom settings are disabled, settings related to setting suggestion displays can only be configured when settings are confirmed, clearly distinguishing the roles of setting changes and setting confirmations, and preventing work errors.
[0163] Furthermore, in this state, since the system has transitioned to a setting change state, a warning notification is issued to inform the user that the system has been changed, regardless of the open / closed state of the front door 102. In this example, as shown in Figure 10(a), a warning notification sound (in this example, a "beep beep" sound) is output from speakers 272 and 277.
[0164] In this example, by outputting an alert sound when the settings are changed, it is possible to prevent fraudulent activity and prevent users from forgetting to cancel the settings change, thereby ensuring security while improving convenience for the amusement parlor.
[0165] In this example, only a warning sound is shown as a warning notification. However, in addition to (or instead of) this warning sound, a warning notification display using the liquid crystal display device 157 (for example, displaying the text string "Settings are being changed") or a warning notification light using a light source (various lamps 420, etc.) (for example, flashing) may also be implemented.
[0166] Furthermore, the warning sound may be different depending on the open / closed state of the front door 102. For example, if the front door 102 is open during the setting change state, a first warning sound (for example, a voice saying "Settings are being changed") may be output to indicate that the setting change is in progress. If the front door 102 is closed during the setting change state, a second warning sound (for example, a voice saying "Please open the door to finish changing the settings") may be output to indicate that the setting change state cannot be terminated unless the front door 102 is opened.
[0167] <Notification method when settings are changed / Front door closed> In Figure 10, the state indicated by the symbol T26 is the state in which the front door 102, which was open in the setting confirmation state, is closed.
[0168] In this state, since the front door 102 is closed when the settings are changed, the display of the setting value by the setting value display device 101a (in this example, the number 6 indicating setting 6) is temporarily erased and hidden.
[0169] On the other hand, when the settings are changed, a warning notification is issued to inform the user that the settings have been changed, regardless of whether the front door 102 is open or closed. Therefore, the warning notification continues, and in this example, as shown in Figure 10(b), a warning notification sound (in this example, a "beep beep" sound) is output from speakers 272 and 277.
[0170] <Notification method when settings are changed / Front door open> In Figure 10, the state indicated by the symbol T27 is the state in which the front door 102, which was closed, is opened when the settings are changed.
[0171] In this state, since the front door 102 was opened while the settings were changed, the setting value display device 101a, which had been temporarily erased, displays the setting value again (in this example, the number 6, indicating setting 6).
[0172] Furthermore, when the settings are changed, a warning notification is issued to inform the user that the settings have been changed, regardless of the open / closed state of the front door 102. Therefore, the warning notification continues, and in this example, a warning sound (in this example, a "beep beep" sound) is output from speakers 272 and 277.
[0173] <Notification method / operation of reset switch in the settings confirmation state> In Figure 10, the state indicated by the symbol T28 represents the state in which the reset switch has been pressed while the settings have been changed.
[0174] In this state, since the reset switch was pressed once while the settings were being changed, 1 was added to the currently set setting value (setting 6 in this example). Because the setting value exceeded 6, it was reset to 1, and the setting value was changed to setting 1. The setting value display device 101a is also used to display the updated setting value, and in this example, the number 1, which indicates setting 1, is displayed.
[0175] <Notification method / operation of the start lever in the settings confirmation state> In Figure 10, the state indicated by the symbol T29 represents the state in which the start lever 135 has been pressed while the settings have been changed.
[0176] In this state, since the start lever 135 was detected to be pressed while the setting was being changed, the setting change operation using the reset switch was terminated, and the setting value displayed on the setting value display device 101a (setting 1 in this example) was stored in the RAM 308 as the new setting value (the setting value was confirmed).
[0177] <Notification method when settings are changed / Setting key SW is OFF> In Figure 10, the state indicated by the symbol T30 is the setting change state in which the front door 102 is open and the setting key SW has been switched from ON to OFF.
[0178] In this state, the conditions for transitioning from the setting change state to the playable state (the setting key SW is switched from ON to OFF with the front door 102 open) are met, so the system transitions to the playable state, and the setting value display on the setting value display device 101a (in this example, the number 1 indicating setting 1) is erased and hidden.
[0179] Furthermore, in the same state, since the front door 102 is open while the game is playable, a door open notification is performed. In this example, as shown in Figure 10(c), the liquid crystal display device 157 is used to display an open notification (in this example, the text string "The door is open"), and speakers 272 and 277 output an open notification sound (in this example, the voice "The door is open").
[0180] <Notification method when settings are changed / Front door closed> In Figure 10, the state indicated by the symbol T31 is the state in which the front door 102, which was open, is closed when the game is ready to play.
[0181] In this state, since the front door 102 is closed while the game is playable, the liquid crystal display 157 is used to execute the normal gameplay sequence corresponding to the normal gameplay state, similar to the state shown in Figure 9(g), and the speakers 272 and 277 output the sound corresponding to the normal gameplay state (in this example, the normal stage BGM).
[0182] <Notification methods in the settings confirmation and settings change states (summary)> As described above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in Figure 1) includes a main control means (for example, the main control unit 300 shown in Figure 2) that performs control related to the game based on one of a plurality of setting values, a power supply means (for example, a power management unit) that can supply power to the main control means, a door body (for example, the front door 102 shown in Figure 1) provided on the front of the gaming machine that can be opened and closed, a detection means (for example, an open / closed detection switch) that can detect the open / closed state of the door body, and a sound output means (for example, the speaker 272 shown in Figure 9) that can output sound.A gaming machine comprising a 277) and a display means capable of displaying an image (for example, a liquid crystal display device 157 shown in Figure 9), wherein the main control means can set one state from among a plurality of states, which include at least a playable state in which the game can be played, a setting confirmation state in which the currently set setting value can be checked, and a setting change state in which one setting value can be set from among the plurality of setting values, the main control means can start control to the setting confirmation state when a first condition (for example, the front door 102 is open and the setting key SW is turned from OFF to ON) is met in a certain state in which power is supplied by the power supply means, the main control means can start control to the setting change state when a second condition (for example, the front door 102 is open and the power is turned ON in the state in which power is turned ON) is met in a certain state when power is started to be supplied by the power supply means, the first condition is at least when the detection state of the detection means is open The game machine is characterized in that the second condition includes the condition that the detection state of the detection means is an open detection state, the sound output means does not output a certain notification sound related to the setting confirmation state (for example, a warning notification sound consisting of the sound "beep beep") when the setting confirmation state is and the detection state of the detection means is an open detection state (for example, the door open state shown by reference numeral T12 in Figure 9), the sound output means is capable of outputting a certain notification sound related to the setting change state (for example, a warning notification sound consisting of the sound "beep beep") when the setting change state is and the detection state of the detection means is an open detection state (for example, the door open state shown by reference numeral T25 in Figure 10), the display means is capable of displaying a management display in the setting confirmation state, and the display means is capable of displaying a management display (for example, the management screen (setting change) shown in Figure 10(a)) in the setting change state.
[0183] Conventionally, in the settings confirmation state, the settings screen for so-called manager customization (customization to set the frequency of setting suggestions, etc.) could be displayed, and there was a problem that outputting an alert sound in the settings confirmation state was annoying. However, with the gaming machine according to this embodiment, by not outputting an alert sound when the door is open in the settings confirmation state, it is possible to check the setting values and make various settings in a comfortable environment. At the same time, by outputting an alert sound when the door is closed in the settings confirmation state or when the settings confirmation state is in place, it is possible to prevent fraudulent activity and prevent forgetting to end the settings confirmation operation, thereby ensuring security while improving the convenience of the gaming store.
[0184] Furthermore, the display means may be capable of displaying a setting suggestion display that indicates the set setting value (hereinafter referred to as the "first setting suggestion display"; for example, the golden panda doll GD shown in Figure 22(l)), and in the management display in the setting confirmation state, it may also be capable of displaying a setting display related to the first setting suggestion display (for example, the panda doll custom setting in the management screen (setting confirmation) shown in Figures 9(d) and 24(c)).
[0185] Since the settings for the first setting indication display are frequently adjusted, it would be annoying if an alert sound were emitted during the adjustment process. However, with this configuration, no alert sound is emitted while the door is open during the setting confirmation state, thus improving the comfort of the work for the arcade staff.
[0186] Furthermore, the sound output means may output a certain notification sound related to the setting confirmation state when the setting confirmation state is in place and the detection state of the detection means is a closed state (for example, the door closed state shown by reference numeral T15 in Figure 9).
[0187] With this configuration, even if the door is closed without ending the settings confirmation state, an alert sound will be emitted, preventing the store from opening while the settings are still being confirmed (preventing players from seeing the settings).
[0188] Furthermore, in the management display in the state of the setting change, it may be impossible to display the setting display related to the first setting suggestion display.
[0189] With this configuration, settings related to setting suggestions can only be configured when confirming settings, clearly distinguishing between the roles of setting changes and setting confirmation, and preventing operational errors.
[0190] Furthermore, in the management display in the setting change state, it may be possible to display a setting display related to the first setting suggestion display.
[0191] This configuration allows for setting suggestions to be displayed when the settings are changed, improving convenience for arcade staff.
[0192] <Operation of the 1BET / Settlement Button> Next, we will explain the operation of the 1BET / Settlement button 130 using Figure 11(a). Figure 11(a) is a diagram showing an example of the operation flow of the 1BET / Settlement button 130.
[0193] Before explaining the operation of the 1BET / Settlement button 130, let's explain each item shown on the left side of Figures 11 and 12. "Time Progression" indicates the flow of time, showing that time progresses from left to right in the diagram. "Power Supply" indicates the state of the power supply supplied to the slot machine 100 from an external source, with "ON" indicating that power is supplied and "OFF" indicating that power supply is stopped. When the power is turned ON, power is supplied from the power management unit (not shown) to each control unit (main control unit 300, first sub-control unit 400, second sub-control unit 500, etc.).
[0194] The "1BET / Settlement Button" indicates the status of operation of the 1BET / Settlement Button 130. "Not in operation" means that the bet button 130 sensor has not detected any operation of the 1BET / Settlement Button 130.
[0195] On the other hand, if the operation of the 1BET / Settlement Button 130 is detected by the bet button 130 sensor and then returns to a non-detection state before a predetermined period (1 second in this example) has elapsed, the operation (press operation for less than 1 second) is considered a "short press," and if the operation of the 1BET / Settlement Button 130 is detected by the bet button 130 sensor and the detection state is maintained after a predetermined period (1 second in this example) has elapsed, the operation (press operation for 1 second or more) is considered a "long press."
[0196] "MAX Bet Button" indicates the status of operation (pressed / not operated) of the MAX Bet Button 132. "Number of Bets" indicates the number of tokens electronically inserted (or inserted from the token slot 141) by the bet buttons 130 to 132 during the game. "Number of Stored Tokens" also refers to the number of credits and indicates the number of tokens electronically stored in the slot machine 100, which is displayed on the stored tokens display 125.
[0197] <1BET / Settlement Button Operation / Non-Operation → Start of Press Operation> In Figure 11(a), the state indicated by symbol T41 is when the 1BET / settlement button 130 is not operated, the number of bets is 0, and the number of stored coins is 50. The state indicated by the following symbol T42 is when the operation of pressing the 1BET / settlement button 130 has begun.
[0198] In the state indicated by symbol T42, the 1BET / Settlement combined button 130 has been pressed, and the bet button 130 sensor has detected the press of the 1BET / Settlement combined button 130. However, at this timing, it is not possible to determine whether the operation is a short press or a long press, so it is invalid as both a 1BET button and a settlement button, and the number of bets remains at 0 and the number of stored coins remains at 50.
[0199] <Operation of the 1BET / Settlement Button / Releasing the Press Operation (Short Press)> In Figure 11(a), the state indicated by the symbol T43 is the state in which the 1BET / Settlement button 130 has been released.
[0200] In this state, the 1BET / Settlement button 130 is released and becomes unoperated, resulting in a non-detection state where the 1BET / Settlement button 130 is not detected by the bet button 130 sensor.
[0201] In Figure 11(a), the period from code T42 to code T43 is less than a predetermined period (1 second in this example). Therefore, pressing the 1BET / Settlement button 130 during this period is determined to be a short press, and the 1BET / Settlement button 130 functions as a 1BET button.
[0202] Therefore, in this state, one stored medal is bet, the number of medals bet increases from 0 to 1, and the number of stored medals decreases from 50 to 49.
[0203] <1BET / Settlement Button Operation / Non-Operation → Start of Press Operation> In Figure 11(a), the state indicated by the symbol T44 is when the number of bets is 1 and the number of stored coins is 49, and the operation of pressing the 1BET / settlement button 130 has begun.
[0204] In the state indicated by symbol T44, the 1BET / Settlement combined button 130 has been pressed, and the bet button 130 sensor has detected the press of the 1BET / Settlement combined button 130. However, at this timing, it is not possible to determine whether the operation is a short press or a long press, so it is invalid as both a 1BET button and a settlement button, and the number of bets remains at 1 and the number of stored coins remains at 49.
[0205] <Operation of the 1BET / Settlement Button / Press and hold operation> In Figure 11(a), the state indicated by the symbol T45 represents the state after 1 second has elapsed while the 1BET / Settlement button 130 has been pressed continuously.
[0206] In Figure 11(a), the period from symbol T44 to symbol T45 is a predetermined period (1 second in this example). Therefore, pressing the 1BET / Settlement button 130 during this period is determined to be a long press, and the 1BET / Settlement button 130 functions as a settlement button.
[0207] Therefore, in this state, both the bet medal (1 medal in this example) and the stored medals (49 medals in this example) are settled, and 50 medals are dispensed from the medal payout port 155.
[0208] In this example, a single operating device (in this example, the 1BET / settlement combined button 130) can be given two functions (in this example, betting and settlement), thereby improving convenience for players.
[0209] Note that settlement does not necessarily involve the actions described above. Instead, if there are bets, the number of medals may be returned to the stored number, and if there are no bets, the stored medals may be dispensed from the medal payout port 155. Specifically, in the state indicated by the symbol T45 in Figure 11(a), the bets (1 medal in this example) are returned to the stored number, and the stored medals (50 medals in this example) increase by 1. Then, in this state (0 medals bet, 50 medals stored), if the 1BET / settlement button 130 is pressed and held, 50 medals will be dispensed from the medal payout port 155.
[0210] <Operation / Release of the 1BET / Settlement Button (Press and Hold)> In Figure 11(a), the state indicated by the symbol T46 is the state in which the 1BET / Settlement button 130 has been released from being pressed (long-pressed).
[0211] In this state, the press operation (long press) of the 1BET / Settlement button 130 is released and it becomes unoperated. As a result, the bet button 130 sensor does not detect the press operation of the 1BET / Settlement button 130, and the 1BET / Settlement button 130 is in an unoperated state.
[0212] In this example, settlement is initiated at the timing when it is determined that the press operation of the 1BET / settlement button 130 is a long press operation (the timing indicated by symbol T45). However, the present invention is not limited to this example, and settlement may be initiated at a timing after it has been determined that the press operation of the 1BET / settlement button 130 is a long press operation.
[0213] Therefore, for example, settlement may be started when the long press operation is released and the button becomes inactive (for example, at the timing indicated by symbol T46), or settlement may be started after a predetermined period of time (for example, 1 second) has elapsed since it was determined that the press operation of the 1BET / settlement button 130 was a long press operation.
[0214] <Operation of the payment button> Next, we will explain the operation of the payment button 147 using Figure 11(b). Figure 11(b) is a diagram showing an example of the operation flow of the payment button 147.
[0215] <Operation / non-operation of the settlement button → Operation of the MAX bet button> In Figure 11(b), the state indicated by the symbol T51 is when the settlement button 147 and the MAX bet button 132 are not operated, the number of bets is 0, and the number of stored coins is 50. The state indicated by the subsequent symbol T52 is when the MAX bet button 132 has been pressed.
[0216] In the state indicated by symbol T52, the MAX bet button 132 has been pressed, and the bet button 132 sensor has detected the press operation of the MAX bet button 132. As a result, the three stored tokens are bet, the number of tokens bet increases from 0 to 3, and the number of stored tokens decreases from 50 to 47.
[0217] <Operation of the payment button / Operation of the payment button> In Figure 11(b), the state indicated by the symbol T53 is the state in which the operation of pressing the settlement button 147 has begun.
[0218] As described above, the settlement button 147 functions as an animation button when it is not possible to settle medals (for example, during the period when an animation prompting the operation of the settlement button 147 is being performed), while it functions as a settlement button when it is possible to settle medals (for example, during the period from when the game can be started until the start lever 135 is accepted to operate), and the medal settlement process (the process of discharging both the bet medals and the stored medals from the medal payout opening 155) is executed.
[0219] In this state, since the operation of pressing the settlement button 147 has begun, the settlement button 147 sensor is in a detection state where it has detected the operation of pressing the settlement button 147, and since this state is a time when medals can be settled, the settlement button 147 functions as a settlement button, and both the bet medals (3 medals in this example) and the stored medals (47 medals in this example) are settled, and 50 medals are dispensed from the medal payout opening 155.
[0220] Unlike the 1BET / settlement combined button 130, the settlement button 147 does not require a distinction between a short press and a long press. Therefore, in this example, the settlement process is executed when the settlement button 147 is received. However, the settlement process may also be started when the settlement button 147 is released and no longer operated.
[0221] <Interruption during operation of the 1BET / Settlement button> Next, Figures 12(a) and 12(b) will be used to explain interrupts during operation of the 1BET / Settlement button 130. In this example, if the 1BET / Settlement button is held down, the system is configured to start settlement when the long press operation is released and the button becomes inactive.
[0222] <Interruption during operation of the 1BET / Settlement button 1> Figure 12(a) shows an example of the flow of events that occur when an event not caused by the player's actions occurs while the 1BET / Settlement button is being operated.
[0223] Here, "events not caused by the player's actions" refers to events unrelated to the player's actions, such as turning the power on / off (since players generally cannot operate the power button), the occurrence of various errors, and communication failures with the dispensing machine.
[0224] Here, possible errors that may occur in slot machine 100 include coin insertion abnormalities 1-4, coin payout abnormalities 1-3, overflow abnormalities, RAM failure, and winning abnormalities.
[0225] Coin insertion error 1 occurs when inserted coins become stuck and is resolved by removing the cause of the error and then accepting the operation of the error clear switch (setting switch). Coin insertion error 2 occurs when the number of inserted coins exceeds the specified number and is resolved by changing the setting value or clearing the RAM.
[0226] Coin insertion error 3 occurs when either insertion sensor 1 or insertion sensor 2 is turned on outside of the coin insertion process, and coin insertion error 4 occurs when the inserted coin does not pass through insertion sensor 1 and insertion sensor 2 properly. Both errors are resolved after the cause of the error is removed and the error clear switch (setting switch) is operated.
[0227] Medal dispensing error 1 occurs when no medals are dispensed for a certain period of time while the medal dispensing device is running. Medal dispensing error 2 occurs when medals are stuck while the medal dispensing device is running. Medal dispensing error 3 occurs when either dispensing sensor 1 or dispensing sensor 2 is turned on outside of medal dispensing processing. All of these errors are resolved after the cause of the error is removed and the error clear switch (setting switch) is operated.
[0228] An overflow error occurs when the overflow terminal of the medal auxiliary storage unit is turned ON, and is resolved when the error clear switch (setting switch) is operated after the cause of the error has been removed. A RAM failure occurs when an abnormality is detected by checking RAM 308, and is resolved when the error clear switch (setting key) is operated. A prize winning error occurs when a prize winning symbol different from the one determined by the internal lottery is awarded after reels 110-112 have stopped, and is resolved when the error clear switch (setting switch) is operated.
[0229] Furthermore, the gaming machine according to the present invention is not limited to the slot machine 100, but can also be applied to the slot machine 1100 (medalless slot machine) described later using Figures 14 and 15. In addition to the RAM failure and prize entry abnormalities mentioned above, errors that may occur in a medalless slot machine include, for example, communication failures with the dispensing machine 1700 and counting errors.
[0230] <Interruption during operation of the 1BET / Settlement button 1: No operation → Start of press operation> In Figure 12(a), the state indicated by symbol T61 is when the 1BET / Settlement button 130 is not operated, the number of bets is 2, and the number of stored coins is 40. The state indicated by the following symbol T62 is when the operation of pressing the 1BET / Settlement button 130 has begun.
[0231] In the state indicated by symbol T62, the 1BET / Settlement combined button 130 has been pressed, and the bet button 130 sensor has detected the press of the 1BET / Settlement combined button 130. However, at this timing, it is not possible to determine whether the operation is a short press or a long press, so it is invalid as both a 1BET button and a settlement button, and the number of bets remains at 2 and the number of stored coins remains at 40.
[0232] <Interruption during operation of the 1BET / Settlement button 1 / Occurrence of a certain error> In Figure 12(a), the state indicated by the symbol T63 represents a state in which an error occurred while pressing the 1BET / Settlement button 130.
[0233] In this state, an error occurs (an event not caused by the player's actions occurs) before a predetermined period (1 second in this example) has elapsed since the pressing of the 1BET / Settlement button 130 began, and the pressing of the 1BET / Settlement button 130 is therefore invalidated.
[0234] <Interruption 1 during operation of the 1BET / Settlement button: Cancellation of press operation (long press)> In Figure 12(a), the state indicated by the symbol T64 is the state in which the 1BET / Settlement button 130 has been released and is in a non-operational state.
[0235] The period from the state indicated by symbol T62 to the state indicated by symbol T64 is 1 second or more. Normally, pressing the 1BET / Settlement combined button 130 would be judged as a long press, and settlement processing would start when the operation is released and the button becomes inactive. However, in this example, an event not caused by the player's operation occurs at the timing indicated by symbol T63, and the pressing of the 1BET / Settlement combined button 130 becomes invalid. As a result, the state of having 2 bets and 40 stored coins is maintained without starting settlement processing.
[0236] In this example, in the event of an unexpected action (an event not caused by the player's actions), the operation performed by the first operating means (in this example, the 1BET / settlement button 130) (the process of settling the game value) can be disabled, thereby preventing the player from performing an action they did not intend.
[0237] <Interruption during operation of the 1BET / Settlement button 1 / Power OFF> In Figure 12(a), the state indicated by the symbol T65 is the state in which the power is turned OFF while the 1BET / Settlement button 130 is being pressed.
[0238] In this state, the power is turned off (an event not caused by the player's actions occurred) before a predetermined period (1 second in this example) has elapsed since the 1BET / Settlement button 130 was pressed, thus invalidating the press of the 1BET / Settlement button 130.
[0239] In this example, in the event of an unexpected action (an event not caused by the player's actions), the operation performed by the first operating means (in this example, the 1BET / settlement button 130) (the process of settling the game value) can be disabled, thereby preventing the player from performing an action they did not intend.
[0240] Furthermore, the system may be configured to switch to inspection mode when the power is turned on from OFF while the front door 102 is open and the settlement button 147 and the 1BET / settlement combined button 130 are pressed simultaneously.
[0241] The slot machine 100 has a test mode separate from the playable state (play mode). In the test mode, it is configured to use processes (programs) and data located in the unused areas of the ROM and RWM. In other words, in play mode, the slot machine 100 is configured to execute game processing using programs and data in the used areas of the ROM and RWM, and in test mode, it is configured to execute test processing using programs and data in the unused areas of the ROM and RWM.
[0242] The inspection mode has three inspection items: "input inspection," "main control output inspection," and "sub control output inspection." Here, the input inspection is an inspection of the input section of the slot machine 100 (for example, various buttons and various sensors). In the input inspection, not only the input section managed by the main control unit 300 but also the input section managed by the first sub-control unit 400 are subject to inspection. The main control output inspection is an inspection of the display unit, lamps, and reels managed by the main control unit 300. The sub-control output inspection is an inspection of the performance devices (for example, speakers, movable parts, etc.) managed by the first sub-control unit 400 and the second sub-control unit 500.
[0243] <Interruption 1 during operation of the 1BET / Settlement button: Cancellation of press operation (long press)> In Figure 12(a), the state indicated by the symbol T66 is the state in which the power is turned ON, and the state indicated by the subsequent symbol T67 is the state in which the 1BET / Settlement button 130 has been released.
[0244] The press operation of the 1BET / Settlement Button 130 lasted for more than 1 second. Normally, the press operation of the 1BET / Settlement Button 130 would be judged as a long press operation, and settlement processing would begin when the operation is released and the button becomes inactive. However, in this example, an event not caused by the player's operation occurred at the timing indicated by symbol T66, and the press operation of the 1BET / Settlement Button 130 became invalid. As a result, settlement processing did not begin, and the bet count remained at 2 and the stored count at 40.
[0245] <Interruption during operation of the 1BET / Settlement button 2> Figure 12(b) shows an example of the flow of events that occur when an event caused by player action occurs while the 1BET / Settlement button is being operated.
[0246] Here, the "event based on the player's operation" refers to an event based on the operation of the operation means by the player. For example, MAX bet (based on the operation of the MAX bet button 132), rotation of the reels 110 to 112 (based on the operation of the start lever 135), stop of the reels 110 to 112 (based on the operation of the stop buttons 135 to 137), counting operation, etc. are applicable.
[0247] Also, as the "event based on the player's operation", a menu display operation or a volume (light amount) change operation may be used. In that case, when a menu display operation (volume (light amount) change operation) is performed during the operation of the 1BET·settlement combined button, a menu display (volume (light amount) value display) is shown. Then, if the operation of the 1BET·settlement combined button continues for a predetermined period (in this example, 1 second), settlement is performed and the menu display (volume (light amount) value display) is terminated. For example, in the case of a player who does not know that settlement is performed by a long-press operation of the 1BET·settlement combined button or a player who has long-pressed the 1BET·settlement combined button by mistake, there is a risk of misunderstanding that the medals have disappeared due to a malfunction of the gaming table without noticing that settlement has been performed. However, if it is done in this way, it is possible to make it easier to recognize that settlement has been performed and prevent misunderstandings.
[0248] <Interruption 2 during the operation of the 1BET·settlement combined button / Non-operation → Start of the press operation> In Fig. 12(b), the state indicated by the symbol T71 is a state where the 1BET·settlement combined button 130 is in a non-operated state, the bet number is 1, and the stored number is 40. The subsequent state indicated by the symbol T72 is a state where the press operation of the 1BET·settlement combined button 130 has started.
[0249] In the state indicated by symbol T72, since the pressing operation of the 1BET·Settlement Dual-Purpose Button 130 has been started, the detection state in which the pressing operation of the 1BET·Settlement Dual-Purpose Button 130 is detected by the BET Button 130 Sensor is established. However, at this timing, since it cannot be determined whether the operation is a short-press operation or a long-press operation, it is invalid both as a 1BET button and as a settlement button, and the bet number remains 1 and the stored number remains 40.
[0250] <Interrupt during operation of 1BET·Settlement Dual-Purpose Button 2 / MAX BET> In FIG. 12(b), the state indicated by symbol T73 is a state in which MAX BET is placed during the pressing operation of the 1BET·Settlement Dual-Purpose Button 130.
[0251] In the same state, before a predetermined period (1 second in this example) elapses after the pressing operation of the 1BET·Settlement Dual-Purpose Button 130 is started, the operation of the MAX BET Button 132 is performed and MAX BET is placed (an event depending on the player's operation occurs). Therefore, without invalidating the pressing operation of the 1BET·Settlement Dual-Purpose Button 130, the two stored medals are bet, the bet number increases from 1 to 3, and the stored number decreases from 40 to 38.
[0252] <Interrupt during operation of 1BET·Settlement Dual-Purpose Button 2 / Release of pressing operation (long press)> In FIG. 12(b), the state indicated by symbol T74 is a state in which the pressing operation (long press) of the 1BET·Settlement Dual-Purpose Button 130 is released.
[0253] The period from symbol T72 to symbol T74 in FIG. 12(b) is a period equal to or longer than a predetermined period (1 second in this example), and since the pressing operation of the 1BET·Settlement Dual-Purpose Button 130 is not invalidated by MAX BET, the pressing operation of the 1BET·Settlement Dual-Purpose Button 130 during this period is determined to be a long-press operation, and the 1BET·Settlement Dual-Purpose Button 130 functions as a settlement button.
[0254] Therefore, in this state, both the bet medals (3 medals in this example) and the stored medals (38 medals in this example) are settled, and 41 medals are dispensed from the medal payout port 155.
[0255] In this example, settlement is shown to begin when the 1BET / settlement button 130 is released (the timing indicated by reference numeral T74). However, the present invention is not limited to this example. For example, settlement may begin after a predetermined period (1 second in this example) has elapsed since the 1BET / settlement button 130 was pressed, similar to the example described using Figure 11(a).
[0256] Next, we will explain the effects using the settlement button 147 using Figure 13. Figure 13 is a diagram showing an example of an effect using the settlement button 147.
[0257] In this example, a simulated game is played during the main game in the AT game, and the simulated game is configured to include a performance using the settlement button 147. It goes without saying that the performance using the settlement button 147 is not limited to performances during the AT game.
[0258] <Effect using the settlement button / Main gameplay (AT remaining 99G)> Figures 13(a) to 13(c) show an example of the flow of the main game (99 remaining AT games) in AT gameplay.
[0259] At the timing shown in Figure (a), in this game (AT remaining 99G), the rotation of reels 110-112 begins based on the operation of pressing the start lever 135, and the liquid crystal display 157 is executing a push order navigation display (in this example, a display that suggests the order in which to press stop buttons 137-139 is right → left → middle).
[0260] At the timing shown in Figure (b), in this game (AT remaining 99G), reels 110-112 are stopped based on the stop operation of stop buttons 137-139, and at the timing shown in Figure (c), the prescribed number of tokens that allow for gameplay are bet based on the bet operation of bet buttons 130-132.
[0261] <Effects using the settlement button / Simulated gameplay (98 games remaining)> Figures 13(d) to 13(f) show an example of the flow of the simulated game (98 remaining AT games) before the start of the main game (98 remaining AT games) in AT games.
[0262] At the timing shown in Figure (d), during the simulated game (98 AT remaining), the rotation of reels 110-112 begins based on the operation of pressing the start lever 135, and the liquid crystal display 157 displays an operation prompting the operation of the payout button 147 (in this example, the text "Press the big button and aim for 7 (symbol)!" is displayed along with the symbol and a circular image with the text "Press").
[0263] Furthermore, the timing shown in Figure (d) is a time when it is impossible to cash out medals, as reels 110-112 have started to rotate. Therefore, the operation animation is an animation that can be performed at a time when it is impossible to cash out medals.
[0264] The "operation effect" according to the present invention is not limited to this example, and any effect that encourages the operation of the operating means is acceptable. For example, an effect that vibrates the settlement button 147 may be performed, and since this effect can be performed at a time when it is not possible to settle the medals, it will not interfere with the player's settlement operation. Alternatively, the effect may be one that makes the settlement button 147 light up (light up or flash, etc.), or an effect that displays a figure that mimics the appearance of the settlement button 147 on the liquid crystal display device 157.
[0265] In addition to the effects that prompt the user to operate the control device, other effects (for example, an effect that counts down the time until the user can operate the control device) may also be used. Furthermore, in addition to (or instead of) the effects using the liquid crystal display device 157, effects using sound output means (for example, speakers 272, 277) or light-emitting elements (various lamps 420, etc.) may also be used.
[0266] At the timing shown in Figure 13(e), while the liquid crystal display device 157 is executing an operation animation, the player operates the payout button 147, and at the timing shown in Figure 13(f), based on the operation of the payout button 147, an operation response animation corresponding to that operation is executed (in this example, a reel animation in which the reels 110-112 repeatedly rotate forward and backward under the control of the main control unit 300).
[0267] In this example, providing a separate operating means for settling game value (settlement button 147 in this example) from another operating means for settlement (1BET / settlement combined button 130) enhances the convenience for players.
[0268] Furthermore, by using existing operating means connected to the main control unit to perform effects, it is possible to create innovative effects for reels and other components connected to the main control unit. In addition, it is possible to prevent other processes such as settlement from being executed when operating for an effect, thus preventing users from mistaking it for a malfunction or failure. Moreover, for example, when a bet button is applied, the bet function itself is active during the waiting state after the reels stop, so an effect cannot be performed. However, by applying an operating means that allows settlement, it becomes possible to set various timings for when effects can be executed, thereby increasing the variety of effects.
[0269] Also, since a bonus addition lottery was won in the pseudo game (remaining 98G of AT), at the timing shown in FIG. (f), a bonus addition effect (in this example, the display of the string "Bonus!" notifying that the bonus addition lottery of the AT game was won and the display of the string "+100G" notifying the number of games of the added AT) is being executed.
[0270] In this example, an example where the reel effect is executed when the settlement button 147 is operated during the execution of the operation effect has been shown. However, the operation response effect corresponding to the operation of the operation means is not limited to the reel effect.
[0271] Therefore, for example, as the operation response effect, an effect using a sound output means (for example, speakers 272, 277) or a light emitter (various lamps 420, etc.) may be executed under the control of the first sub-control unit 400, or an effect of opening and closing the right shutter 163a and the left shutter 163b of the shutter 163 may be executed under the control of the second sub-control unit 500.
[0272] Also, the condition for executing the operation response effect is not limited to the operation of the settlement button 147. For example, it may be the operation of the 1 BET / settlement combined button 130, or when either a short press operation or a long press operation of the 1 BET / settlement combined button 130 is performed, the operation response effect is executed, and when the other is performed, the operation response effect is not executed.
[0273] <Effect using the settlement button / This game (remaining 98G of AT)> FIGS. 13(g) to FIG. (h) show an example of the flow of this game (remaining 98G of AT) in the AT game.
[0274] At the timing shown in FIG. (g), in this game (remaining 98G of AT), the rotation of the reels 110 to 112 is started based on the pressing operation of the start lever 135, and at the subsequent timing shown in FIG. (h), the reels 110 to 112 are stopped based on the stop operation of the stop buttons 137 to 139.
[0275] In this example, even if the 1BET / Settlement button 130 is pressed, if the timing of the end of the press operation is within a predetermined period (1 second in this example) from the start of the press operation, it is judged as a short press operation and functions as a 1BET button. If the press operation continues until the predetermined period (1 second in this example) has elapsed from the start of the press operation, it functions as a settlement button. However, when the 1BET / Settlement button 130 is pressed, one medal is bet (inserted) regardless of the predetermined period (1 second in this example), and then, if the press operation continues until the predetermined period (1 second in this example) has elapsed from the start of the press operation, the inserted medal is settled. In other words, if the 1BET / Settlement button 130 is pressed for more than 1 second, one medal will be bet, and then the bet medal will be settled.
[0276] <Gaming machine (modified example)> Next, the basic configuration of the modified slot machine 1100 and the basic configuration of the dispensing machine 1700 will be explained using Figure 14. Figure 14 is an external perspective view of the modified slot machine 1100 and dispensing machine 1700 as seen from the front (player side).
[0277] Slot machine 1100 is a coinless slot machine and is one of the "gaming machines" according to the present invention. To avoid redundant explanations, only the configurations that differ from slot machine 100, which was described using Figure 1, will be described here.
[0278] The game token count display device 1170 is a 5-digit 7-segment (SEG) display that displays the number of game tokens (credits) recorded by the token count control unit 1350 shown in Figure 15. The number of game tokens (credits) is a value that corresponds to the "number of tokens stored" in the slot machine 100.
[0279] The counting button 1171 is an operating means for transmitting information about the number of game tokens recorded in the token count control unit 1350 shown in Figure 15 to the dispensing machine 1700.
[0280] The dispensing machine 1700 shown in Figure 14 may also be referred to as a card unit and is an example of the gaming media management device of the present invention. This dispensing machine 1700 is installed in a one-to-one relationship with the slot machine 1100.
[0281] The rental machine 1700 accepts cards. There are two types of "cards" referred to here. One is a visitor card (also called a general card), a prepaid gaming memory medium issued to general players who are not registered members. The other is a membership card, a gaming memory medium issued to registered players who have registered with the arcade. IC cards are used for both types of cards.
[0282] The card stores valuable information. This valuable information includes the "number of tokens held" and the "money balance," which is the remaining balance of prepaid money. The dispensing machine 1700, upon receiving the card, has the function of converting the "number of tokens held" stored on the card into "game tokens (credits)."
[0283] "Number of game tokens (credits)" is data that can be used to set the bet amount and can also be converted to "number of tokens held". "Number of game tokens" is obtained by deducting the "money balance" or "number of tokens held" from the card. "Number of game tokens" also includes the number of tokens won through winning. This "number of game tokens" is managed by the token count control unit 1350 shown in Figure 15 and is the number of electronic tokens (amount of electronic game value) stored electromagnetically. The "number of game tokens" is decreased by inserting tokens using the bet buttons 130 and 132.
[0284] "Number of tokens held" is the value obtained by counting the "number of game tokens (credits)". This "number of tokens held" is stored in a identifiable way on the player's card. In other words, by operating the counting button 1171, it is possible to perform a counting process to count the electronically stored game tokens (credits), and through this counting process, the "number of game tokens" is converted to the "number of tokens held" and can be stored on the card. Alternatively, the "number of tokens held" may be managed by a token count management device installed in the arcade.
[0285] When the settlement button 134 is operated while the game value has been set (bet) based on the number of game tokens (credits), a settlement process is performed to return the game value set (bet) to the number of game tokens (credits).
[0286] The front of the lending machine 1700 is provided with a banknote slot 1701 at the top for inserting banknotes and a card slot 1702 at the bottom for inserting cards. Member cards and visitor cards inserted into the card slot 1702 are received by a card reader / writer, and the information stored on the card is read. Banknotes inserted into the banknote slot 1701 are identified for authenticity and type, and the face value of the banknotes is stored as the "money balance" on the card inserted into the card slot 1702.
[0287] Below the banknote slot 1701, an information display 1703 is provided. This information display 1703 is a display that provides information such as operating instructions for the lending machine 1700 and the status of the slot machine 1100 in text and images. The surface may be configured as a touch panel, allowing various operations to be input by touching the displayed items with a finger.
[0288] Below the information display 1703, the cash balance display 1705 and the medal balance display 1706 are arranged in two rows, one above the other. The cash balance display 1705 displays the "cash balance" stored on the card inserted into the card slot 1702 as an amount. On the other hand, the medal balance display 1706 displays the "number of medals held" stored on the card inserted into the card slot 1702 as the number of medals.
[0289] The dispensing machine 1700 is equipped with a dispensing button 1707 and a card return button 1708 in its vertical center. The dispensing button 1707 is an operating means for withdrawing the "money balance" stored on the card inserted into the card slot 1702 and obtaining the "number of game tokens". Specifically, if there is a "money balance" on the card inserted into the card slot 1702, the LED lamp built into the dispensing button 1707 lights up to indicate that withdrawal is possible. By operating the dispensing button 1707 in this state, the "number of game tokens" is added according to the amount of money to be withdrawn.
[0290] For example, a predetermined amount equivalent to 1000 yen in "game tokens" will be added. Also, if the card's "money balance" is less than the predetermined amount (for example, less than 1000 yen), only the "game tokens" calculated from the current balance at the predetermined rate will be added. However, even if the card's "money balance" is less than the predetermined amount, it may be possible to add the "game tokens" equivalent to the predetermined amount by supplementing the "number of tokens held" stored on the card.
[0291] The card return button 1708 is operated when a player finishes playing, and is a means of operation to store the "number of tokens held" determined at the end of the game on the card inserted in the card slot 1702 and eject it. The "number of tokens held" determined at the end of the game is the number of tokens obtained by subtracting the number of tokens converted to "number of tokens played" from the "number of tokens held" stored on the card inserted in the card slot 1702, and then adding the number of tokens played that were counted by the counting operation.
[0292] As explained above, the data for "money balance," "number of tokens held," and "number of game tokens" are converted in the following order: "money balance" and "number of tokens held" → "number of game tokens" → "number of tokens held." In this way, the "number of tokens held" identified by the card is converted to the "number of game tokens," and in the slot machine 1100 of this example, the number of game tokens can be used to set the bet. Therefore, it is possible to offer a new type of slot machine (managed gaming machine) that does not use physical tokens, without confusing players who are used to conventional slot machines where players receive physical tokens, insert those physical tokens to secure credits, and then use those credits to set the bet.
[0293] Although this specification does not mention "stored medals," this "stored medals" refers to the number of medals deposited with the arcade, not stored on the card. The arcade may manage the number of medals a player has won through gameplay as "points" for the day, and as "stored medals" from the following day onward, using a hall management terminal or other management computer. If both "stored medals" and "held medals" are stored, withdrawals will be made from "held medals" first. Both "held medals" and "stored medals" may also be stored on a higher-level server, associated with the card number. In the case of visitor cards, "held medals" are stored directly on the visitor card, but "held medals" may also be stored on a higher-level server, associated with the card number.
[0294] When storing the card number in association with the higher-level server, data that identifies the time the information was stored in the higher-level server may be written to the card (member card, visitor card) before it is dispensed. In addition, the "money balance" is written directly to the card (member card, visitor card) before it is dispensed. The timing for storing the "number of tokens held" on the card (member card, visitor card) or in the higher-level server is, for example, when the counting button 1171 is operated and the counting process is performed. However, instead of this, the information may be stored all at once when the card is returned. Furthermore, when a player finishes playing and returns the card from the dispensing machine 1700, the "number of tokens held" that was stored in the dispensing machine 1700 may be temporarily stored as tokens at the hall management terminal or when the card is inserted into another dispensing machine 1700. In this case, only the "number of tokens held" for the day that was temporarily stored as tokens may be stored again in the dispensing machine 700, and the "number of tokens to play" may be added within the range of that "number of tokens held" so that the player can play.
[0295] <Department Head> Next, the circuit configuration of the control unit of the modified slot machine 1100 will be described in detail using Figure 15. Figure 15 shows a circuit block diagram of the control unit of the modified slot machine 1100.
[0296] To avoid redundant explanations, this document will only describe configurations that differ from the control unit of the slot machine 100 described using Figure 2 (primarily configurations belonging to the rectangular area indicated by symbol A in Figure 15).
[0297] The main control unit 300 includes a game control unit 302 that controls the progress of the game and a medal count control unit 1350 that controls the number of game medals owned by the player. The game control unit 302 is an example of a game control means, and the medal count control unit 1350 is an example of a game value control means.
[0298] The medal count control unit 1350, like the game control unit 302, is equipped with a CPU 1354, a ROM 1356, a RAM 1358, an I / O 1360 for controlling the input and output of various devices, and a counter timer 1362 for measuring time, counts, etc.
[0299] The basic circuit of the medal count control unit 1350 is connected to a game medal count display device 1170 consisting of a 5-digit 7-segment (SEG) display, a counting button 1171, and a game medal count clear button 1172.
[0300] Furthermore, the basic circuit of the medal count control unit 1350 is also connected to the lending machine 1700 via the lending machine connection terminal board 1790. The medal count control unit 1350 communicates bidirectionally with the lending machine 1700.
[0301] The medal count control unit 1350 sends various commands to the game control unit 302. The game control unit 302 also sends various commands to the medal count control unit 1350. In other words, communication between the medal count control unit 1350 and the game control unit 302 is bidirectional.
[0302] Furthermore, the medal count control unit 1350 stores the "number of game medals" in a predetermined area of the RAM 1358. Specifically, the "number of game medals" is stored in the credit counter. The medal count control unit 350 updates the "number of game medals" stored in the predetermined area of the RAM 1358 by addition or subtraction processing. Addition processing includes processing based on payout commands transmitted from the game control unit 302, processing based on settlement commands transmitted from the game control unit 302, and processing based on loan notifications transmitted from the loan machine 1700. On the other hand, subtraction processing includes counting processing based on the operation of the counting button 1171, and processing based on insert commands transmitted from the game control unit 302.
[0303] The game token count clear button 1172 shown in Figure 24 is located in a position that the player cannot operate (for example, a position that cannot be operated without opening the front door 102), and is an operating means for clearing the "number of game tokens" stored in a predetermined area of the RAM 1358.
[0304] For example, if the number of game tokens remaining is "2" and the player is absent, it becomes difficult to determine whether the player who left the "2" intends to continue playing or not, and another player may be unable to start playing. However, if the number of game tokens can be cleared by an employee, another player can be welcomed sooner. Furthermore, when the game token count clear button 1172 is operated, it is not necessary to always clear the "number of game tokens." For example, it may be possible to clear the game tokens only when there are 2 or fewer tokens, and if there are 3 or more, counting may be performed in the same way as when the counting button 1171 is operated. If the counting button 1171 malfunctions and it is not possible to recognize that it has been operated, it may become impossible to convert the "number of game tokens" to the "number of tokens held," which could disadvantage the player. However, if counting can also be done by an employee, this disadvantage to the player can be avoided.
[0305] Furthermore, since there is no need to install a separate counting button for staff, there is no increase in costs. Alternatively, instead of determining the number of game tokens to decide whether to clear or count, the process could be determined by how the game token count clear button 1172 is operated. For example, a short press would clear the tokens, and a long press would count them. This allows for easy selection of either clear or count, regardless of the number of game tokens. Another option is to clear the tokens if only the game token count clear button 1172 is operated, and count them if the game token count clear button 1172 and another button are operated simultaneously. This reduces the possibility of operational errors and allows for easy selection of either clear or count.
[0306] Furthermore, the coinless slot machine described using Figures 14 and 15 may also be fitted with the 1BET / pay-out button 130, pay-out button, and pay-out button 147 described using Figures 1 to 13.
[0307] <Summary of presentations using the payment button> As described above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in Figure 1) is a gaming machine equipped with a first operating means (for example, the 1BET / settlement combined button 130 shown in Figure 1), and is characterized in that if the operation of the first operating means is detected and a predetermined period (for example, 1 second) has elapsed before the operation is no longer detected (for example, when a short press operation is performed), then a game value (for example, tokens, number of game tokens) of "1" is inserted, and if the detection state in which the operation is detected is maintained when the predetermined period has elapsed since the operation of the first operating means was detected (for example, when a long press operation is performed), then the inserted game value is settled.
[0308] According to the gaming machine of this embodiment, two types of functions can be provided to a single operating means, thereby improving convenience for the player.
[0309] Furthermore, if an event not caused by the player's actions (for example, turning the power on / off, the occurrence of various errors, or a communication failure with the lending machine) occurs before the predetermined period has elapsed after the operation of the first operating means has been detected, the inserted game value may not be settled even if the detection state in which the operation of the first operating means has been detected is maintained when the predetermined period has elapsed.
[0310] With this configuration, in the event of an unexpected action (an event not caused by the player's actions), the operation performed by the first control method (the process of settling the game value) can be invalidated, thereby preventing the player from performing an action they did not intend.
[0311] Furthermore, the system may be equipped with a second operating means (for example, a settlement button 147 shown in Figures 1 and 13), and when the operation of the second operating means is detected at a time when settlement of the inserted game value is possible, the game value may be settled.
[0312] With this configuration, the convenience for players can be enhanced by providing a separate operating means for settling game value, distinct from the first operating means that also allows for settlement.
[0313] Furthermore, the system includes a performance means (for example, a liquid crystal display device 157 shown in Figures 1 and 13), the performance means capable of executing certain operation performances (for example, operation performances shown in Figures 13(d) to 13(e)) that prompt the operation of the second operation means, and such operation performances may be performances that can be executed at a time when it is not possible to settle the game value that has been inserted.
[0314] With this configuration, for example, innovative effects can be performed by using existing operating means connected to the main control unit. Furthermore, it is possible to prevent other processes such as settlement from being executed when operating for an effect, thus preventing users from mistaking it for a malfunction or failure. For example, when a bet button is applied, the bet function itself is active when the reels have stopped and the next game is waiting, so an effect cannot be performed. However, by applying an operating means that allows settlement, it becomes possible to set various timings for when an effect can be executed, thereby increasing the variety of effects.
[0315] <Panda doll customization> Next, I will explain the panda doll customization feature.
[0316] Figure 16(a) shows an example of the management screen MD in the configuration confirmation state.
[0317] As shown in Figure 16(a), the management screen (settings confirmation) MD displayed in the settings confirmation state includes items such as "Time setting" which allows setting the time, "Error history" which displays the history of errors that occurred in the slot machine 100, "Eco function setting" which allows setting power saving mode, "Volume setting" which allows setting the volume of speakers 272 and 277, and "Panda doll custom" which allows changing the way the setting values are suggested.
[0318] As explained using Figure 10, the management screen (settings change) displayed in the settings change state does not have a panda doll customization item, and therefore it is not possible to configure the panda doll customization in the settings change state. However, similar to the management screen (settings confirmation) MD, a panda doll customization item may be added, and the system may be configured so that the panda doll customization can be configured even in the settings change state.
[0319] In this example, when a setting confirmation transition operation is performed during normal gameplay (in this example, when the front door 102 is open (door open state), the operation of switching the setting key SW from OFF to ON) is performed, the system transitions to the setting confirmation state, and the management screen (setting confirmation state) MD is displayed in the display area of the liquid crystal display device 157.
[0320] Then, while this management screen (settings confirmation state) MD is displayed, if the cross button of UI button 134 is pressed and the Panda Doll Custom item is provisionally selected, and then the OK button of UI button 134 is pressed, the system transitions to the Panda Doll Custom settings screen PC shown in Figure 16(b), and the Panda Doll Custom settings screen PC is displayed in the display area of the liquid crystal display device 157.
[0321] <Panda Doll Customization / Panda Doll Customization Settings Screen> Figure 16(b) shows an example of a PC screen for customizing a panda doll.
[0322] The display configuration of the panda doll custom settings screen PC is not particularly limited, but in this example, in addition to the custom enable settings PC1 located in the upper right, the custom detailed settings PC2 located in the center, and the demo notification settings PC3 located in the lower right, there are also "Confirm" and "Cancel" items.
[0323] The custom settings screen for the panda doll (PC1) allows you to enable or disable the panda doll customization. Selecting "Enable" enables the panda doll customization, while selecting "Disable" disables it.
[0324] Here, "Panda Doll Customization" refers to a function that allows for the display of a panda doll during gameplay. The panda doll (also called the "Panda Doll Setting Indicator Display") is a character image that indicates the currently set setting value. In this example, the system is configured to display multiple types of panda dolls with different colors depending on the indicated setting value.
[0325] Figure 16(c) shows an example of the suggested settings corresponding to different types of panda dolls.
[0326] In this example, five types of panda figures can be displayed: a "copper panda figure" consisting of an image of a panda figure colored in copper, a "silver panda figure" consisting of an image of a panda figure colored in silver, a "gold panda figure" consisting of an image of a panda figure colored in gold, a "lightning pattern panda figure" consisting of an image of a panda figure colored with a lightning pattern, and a "rainbow panda figure" consisting of an image of a panda figure colored in rainbow colors.
[0327] The "copper panda doll" is an image that suggests the current setting is setting 2 or higher (settings 2 to 6), the "silver panda doll" is an image that suggests the current setting is setting 3 or higher (settings 3 to 6), the "gold panda doll" is an image that suggests the current setting is setting 4 or higher (settings 4 to 6), the "lightning bolt panda doll" is an image that suggests the current setting is setting 5 or higher (settings 5 or 6), and the "rainbow panda doll" is an image that suggests the current setting is setting 6. In this example, there is no panda doll that suggests setting 1, but there may be a panda doll that suggests setting 1 (for example, a panda doll that suggests the setting is an odd number).
[0328] The custom detailed settings PC2 on the Panda Doll Custom Settings screen PC is an item that allows you to set one of the custom patterns shown in Figure 16(d) for each range of games played from the start of the game. In this example, it is possible to set one of the following as the custom pattern: "None", "Custom 1", "Custom 2", or "Custom 3".
[0329] Furthermore, the interval for setting a custom pattern is not limited to the number of games played from the start of gameplay. It may also be, for example, the time of day during gameplay (e.g., morning, noon, evening, immediately after the arcade opens, just before the arcade closes, 9:00-10:59, 11:00-11:59, etc., in predetermined time intervals (in this case, 1-hour intervals)), the range of medals acquired from the start of gameplay (e.g., 1 to 200 medals, 201 to 400 medals, etc.), or the range of medals acquired during a certain period (e.g., during AT gameplay) (e.g., 1 to 200 medals, 201 to 400 medals, etc.).
[0330] Figure 16(d) shows an example of a custom pattern that can be configured in the custom detailed settings PC2.
[0331] In this example, there are four types of custom patterns: "None," "Custom 1," "Custom 2," and "Custom 3." "None" is a specification in which the panda doll is displayed with a probability specific to the slot machine 100 model, and details will be described later using Figure 20. "Custom 1" is a specification in which the bronze panda doll is displayed with 100% probability if the currently set setting is setting 2 or higher, "Custom 2" is a specification in which one of the panda dolls that can be displayed with the currently set setting is displayed with equal probability, and "Custom 3" is a specification in which the panda doll that suggests the highest setting that can be displayed with the currently set setting (the setting that is most advantageous to the player) is displayed with 100% probability.
[0332] The display of the panda doll is only effective once within the range of game counts set in Custom Detailed Settings PC2. For example, after the panda doll is displayed once within the range of 1G to 1000G, the custom pattern "None" is used for that range, meaning the panda doll will be displayed at the probability specific to slot machine 100. Furthermore, the custom patterns have a priority order: "None" < "Custom 1" < "Custom 2" < "Custom 3". If the timing for displaying the panda doll occurs after crossing multiple game count ranges (setting intervals), the custom pattern with the highest priority across those ranges will be applied. It is also possible to choose not to display the panda doll within a range of game counts set in Custom Detailed Settings PC2 after it has been displayed once within that range.
[0333] For example, if the timing for the first setting indication (e.g., the panda doll setting indication display) does not occur in the first section (e.g., the range of games played (setting section) 1G to 1000G), but the timing for the first setting indication (panda doll setting indication display) occurs in the second section (e.g., the range of games played (setting section) 1001G to 2000G), which is the next section after the first section, then if the first setting indication display (panda doll setting indication display) can be displayed according to the setting that is more advantageous to the player between the first and second sections, then the dissatisfaction of the player can be reduced by prioritizing the display of information that is favorable to the player, especially for players who were unlucky enough not to have the setting indication display shown in the first section.
[0334] Furthermore, the custom detailed settings PC2 is configured to store presets with custom patterns set for each range of game counts (setting intervals). In the example shown in Figure 16(b), presets 1 to 4 are stored.
[0335] Preset 1 is a preset where the custom pattern "None" is set for all game count ranges (setting intervals), Preset 2 is a preset where the custom pattern "Custom 1" is set for all game count ranges (setting intervals), Preset 3 is a preset where the custom pattern "Custom 2" is set for all game count ranges (setting intervals), and Preset 4 is a preset where the custom pattern "Custom 3" is set for all game count ranges (setting intervals).
[0336] In this example, it is not necessary to set a custom pattern for each range of game counts (setting intervals), and the custom pattern settings can be saved, thus improving convenience for arcade staff.
[0337] Furthermore, the custom patterns for each preset can be changed at will. For example, by using the directional buttons to move the cursor to the "None" item corresponding to the game count range (setting interval) of 1G to 1000G in Preset 1, and then pressing the OK button, you can change the custom pattern at will each time you press the OK button, in the following order: "None" → "Custom 1" → "Custom 2" → "Custom 3" → "None" → "Custom 1" →... After changing the custom patterns of Presets 1 to 4 at will in this way, you can move the cursor to the "Confirm" item located in the lower left of the Panda Doll Custom Settings PC screen and press the OK button to save (update) the changed custom patterns of Presets 1 to 4.
[0338] The Demo Notification Setting PC3 on the Panda Doll Customization Settings PC allows you to set whether to turn on or off a notification (hereinafter sometimes referred to as "Demo Notification") that indicates that the Panda Doll customization has been enabled by the Customization Enabled Setting PC1 while the demo is running. Selecting the "Enabled" option turns on the Demo Notification, and selecting the "Disabled" option turns off the Demo Notification.
[0339] Please note that if you change the settings, the custom settings you set in the settings confirmation (settings to enable / disable panda doll customization, settings to enable / disable demo notifications) will not be cleared (initialized), but the number of games for the panda doll (the number of games used as the basis for determining the number of games in the setting interval for panda doll customization), volume values, brightness values, etc. will be cleared (initialized). Also, if you turn the power off or on, the custom settings you set in the settings confirmation (settings to enable / disable panda doll customization, settings to enable / disable demo notifications) will not be cleared (initialized), but the number of games for the panda doll (the number of games used as the basis for determining the number of games in the setting interval for panda doll customization), volume values, brightness values, etc. will be cleared (initialized).
[0340] In this example, by clearing the volume and brightness values that can be changed while the game is in playable state to their default settings each time the settings are changed, and by unifying them throughout the arcade at opening time, a sense of uniformity in the presentation can be achieved, thereby enhancing the visual effect.
[0341] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 17. Figure 17(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 17(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 17(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0342] First, in step S301 of the same figure (a), various initial settings are performed. When the power is turned on, the initialization process is executed in step S301. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 408.
[0343] In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305.
[0344] In step S305, the timer variable is assigned the value 0. In step S307, command processing is performed. During command processing, the CPU 404 of the first sub-control unit 400 determines whether or not it has received a command from the main control unit 300.
[0345] In step S309, performance control processing is performed. For example, if there was a new command in step S307, the processing corresponding to this command is performed. This processing includes, for example, reading performance data from ROM 406 and, if the performance data needs to be updated, performing performance data update processing.
[0346] In step S311, sound control processing is performed based on the processing result of step S309. For example, if there is a command to the sound source IC418 in the performance data read in step S309, this command is output to the sound source IC418.
[0347] In step S313, lamp control processing is performed based on the processing result of step S309. For example, if there are commands for various lamps 420 in the performance data read in step S309, these commands are output to the drive circuit 422.
[0348] In step S315, information output processing is performed to set up the transmission of a control command to the second sub-control unit 500 based on the processing result of step S309. For example, if there is a control command to be transmitted to the second sub-control unit 500 in the performance data read in step S309, the settings are made to output this control command, and the process returns to step S303.
[0349] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 17(b). This command reception interrupt processing is performed when the first sub-control unit 400 detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in the command memory area provided in RAM 408.
[0350] Next, using Figure 17(c), the timer interrupt processing of the first sub-control unit 400, which is executed by the CPU 404 of the first sub-control unit 400, will be explained. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.
[0351] In step S501, 1 is added to the value in the timer variable storage area of RAM 408, as explained in step S303 of the first sub-control unit main processing shown in Figure 17(a), and the result is stored in the original timer variable storage area. Therefore, in step S303, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).
[0352] In step S503, control commands are sent to the second sub-control unit 500, which was set in step S315, and processing is performed to update the random values for the performance.
[0353] <Processing by the second sub-control unit 500> The processing of the second sub-control unit 500 will be explained using Figure 18. Figure 18(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 18(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 18(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 18(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0354] First, in step S701 of Figure 18(a), various initial settings are performed. When the power is turned on, the initialization process is executed first in step S601. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 508.
[0355] In step S603, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S605.
[0356] In step S605, the timer variable is assigned the value 0. In step S607, command processing is performed. During command processing, the CPU 504 of the second sub-control unit 500 determines whether or not it has received a command from the CPU 404 of the first sub-control unit 400.
[0357] In step S609, performance control processing is performed. For example, if there was a new command in step S607, the processing corresponding to this command is performed. This processing includes, for example, reading performance data from ROM 506, and if the performance data needs to be updated, performing performance data update processing.
[0358] In step S611, shutter control processing is performed based on the processing result of step S609. For example, if there is a shutter control command in the performance data read in step S609, shutter control corresponding to this command is performed.
[0359] In step S613, image control processing is performed based on the processing result of step S609. For example, if there is an image control command in the performance data read in step S609, the corresponding image control is performed (details will be described later), and the process returns to step S603.
[0360] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 18(b). This command reception interrupt processing is performed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400. In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in RAM 508.
[0361] Next, using Figure 18(c), the timer interrupt processing of the second sub-control unit 500, which is executed by the CPU 504 of the second sub-control unit 500, will be explained. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.
[0362] In step S801, 1 is added to the value in the timer variable storage area of RAM 508, as explained in step S603 of the second sub-control unit main processing shown in Figure 18(a), and the result is stored in the original timer variable storage area. Therefore, in step S603, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10). In step S803, processing such as updating the random value for the performance is performed.
[0363] Next, using Figure 18(d), the image control process in step S613 of the main processing of the second sub-control unit 500 will be explained.
[0364] In step S901, an instruction is given to transfer image data. Here, the CPU 504 first swaps the drawing area designations of display area A and display area B of the VRAM 536. As a result, one frame of image stored in the display area not designated as a drawing area is displayed on the animation image display device 157. Next, the CPU 504 sets the ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 536), etc., in the attribute register of the VDP 534 based on the position information table, and then sets an instruction to start the transfer of image data from ROM 506 to VRAM 536. The VDP 534 transfers the image data from ROM 506 to VRAM 536 based on the instruction set in the attribute register. After that, the VDP 534 outputs a transfer completion interrupt signal to the CPU 504.
[0365] In step S903, it is determined whether a transfer completion interrupt signal has been received from VDP534. If a transfer completion interrupt signal has been received, the process proceeds to step S905; otherwise, it waits for a transfer completion interrupt signal to be received. In step S905, parameter settings are performed based on the performance scenario configuration table and attribute data. Here, the CPU504 instructs VDP534 to provide information on the image data that constitutes the display image (such as the coordinate axes of VRAM536, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in display area A or B of VRAM536 based on the image data transferred to VRAM536 in step S901. VDP534 then performs parameter settings according to the attributes based on the instructions stored in the attribute register.
[0366] In step S907, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing the image. The VDP 534 starts drawing the image in the frame buffer according to the instruction from the CPU 504.
[0367] In step S909, it is determined whether a generation completion interrupt signal has been received from the VDP534 based on the completion of image drawing. If a generation completion interrupt signal has been received, the process proceeds to step S911; otherwise, it waits for a generation completion interrupt signal to be received. In step S911, the scene display counter, which is set in a predetermined area of RAM508 and counts how many scenes have been generated, is incremented (+1) and the process ends.
[0368] <Panda doll suggestion display control processing> Next, using Figure 19, we will explain the panda doll suggestion display control process that is executed in the performance control process (step S309) shown in Figure 17(a). Figure 19 is a flowchart showing the flow of the panda doll suggestion display control process.
[0369] In step S931 of the panda doll suggestion display control process, it is determined whether or not the panda doll customization is enabled. If it is enabled, the process proceeds to step S932; otherwise, the process proceeds to step S940.
[0370] As explained using Figure 16(b), the custom enable / disable setting for the panda doll can be set using the custom enable setting PC1 on the panda doll custom settings screen PC. Selecting the "Enable" option enables the panda doll custom, and selecting the "Disable" option disables the panda doll custom.
[0371] In step S932, the count value indicating the number of games (G) (number of games for the panda doll) is referenced to determine whether the current number of games is the start G of the set interval. If it is, the process proceeds to step S933; otherwise, the process in step S933 is skipped and the process proceeds to step S934.
[0372] As explained using Figure 16(c), the custom detailed settings PC2 of the panda doll custom settings screen PC allows custom patterns to be set for each range of game counts (setting intervals). In step S932, it is determined whether the current game is the starting game (G) (for example, 1G, 1001G, 2001G, ...) of the range of game counts (setting intervals) set in the custom detailed settings PC2, and if so, the process proceeds to step S933. In step S933, the displayed flags stored in RAM 408 are cleared, and then the process proceeds to step S934.
[0373] In step S934, it is determined whether the current game is the timing for displaying the panda doll. If so, the process proceeds to step S935; otherwise, it proceeds to step S939. The conditions for determining in step S934 that it is the timing for displaying the panda doll include, for example, when the current game is the final game of an AT (Automatic Trigger) game or the final game of a bonus round (in this example, it is a predetermined timing after all reels have stopped in the final game of an AT game).
[0374] In step S935, it is determined whether or not there are custom settings. If there are custom settings, the process proceeds to step S936; otherwise, it proceeds to step S941. The condition for determining that there are custom settings in step S935 is that in the custom detailed settings PC2 of the Panda Doll Custom Settings screen PC, the custom pattern corresponding to the range of games to which the current number of games belongs (setting interval) is set to something other than "none" (in this example, one of custom 1 to 3). The condition for determining that there are no custom settings is that the custom pattern corresponding to the range of games to which the current number of games belongs (setting interval) is set to "none".
[0375] Therefore, for example, in the custom detailed settings PC2 of the Panda Doll Custom Settings screen PC, if Preset 1 is set, then "None" is set for all game count ranges (setting intervals), and regardless of the game count range (setting interval) to which the current game count belongs, it is determined that there are no custom settings. Also, if any of Presets 2 to 4 is set, then "Custom 1 to 3" is set for all game count ranges (setting intervals), and regardless of the game count range (setting interval) to which the current game count belongs, it is determined that there are custom settings.
[0376] In step S936, it is determined whether the displayed flag is set. If the displayed flag is set (in this example, if the panda doll suggestion has already been displayed within the current game count range (setting interval)), the process proceeds to step S941. If the displayed flag is not set, the process proceeds to step S937.
[0377] In step S937, the custom detailed settings PC2 of the panda doll custom settings screen PC refers to the custom pattern (custom setting) corresponding to the range of game counts (setting interval) to which the current game count belongs, and determines the type of panda doll that corresponds to that custom pattern.
[0378] In this example, as explained using Figure 16(c), if "Custom 1" is set as the custom pattern, and the currently set value is 2 or higher, the bronze panda doll will be displayed with 100% probability. Therefore, in step S937, the panda doll type is determined to be the bronze panda doll.
[0379] Furthermore, if "Custom 2" is set as the custom pattern, the panda dolls that can be displayed with the currently set setting will be drawn with equal probability and one of them will be displayed. For example, if the currently set setting is setting 4, a bronze panda doll suggesting setting 2 or higher, a silver panda doll suggesting setting 3 or higher, and a gold panda doll suggesting setting 4 or higher will be drawn with equal probability (1 / 3 probability), and in step S937, the type of panda doll will be determined to be the panda doll that was drawn.
[0380] Furthermore, if "Custom 3" is set as the custom pattern, the panda doll that suggests the highest possible setting value that can be displayed with the currently set setting value will be displayed with 100% probability. For example, if the currently set setting value is setting 4, in step S937 the type of panda doll will be determined to be a gold panda doll that suggests setting 4 or higher. If the currently set setting value is setting 6, in step S937 the type of panda doll will be determined to be a rainbow panda doll that suggests setting 6 or higher.
[0381] In step S938, the displayed flag is set, and in the next step S939, according to the type of panda doll determined in step S937, the setting suggestion display by the panda doll is set, and a control command is sent to the second sub-control unit 500 to instruct the display of the panda doll suggestion. As a result, the process is executed in which the display of the panda doll suggestion is displayed in the display area of the liquid crystal display device 157.
[0382] In step S940, which is performed when the panda doll custom setting is disabled, it is determined whether the current game is the timing for displaying the panda doll. If so, the process proceeds to step S941; otherwise, the panda doll suggestion display control process ends. The conditions for determining in step S940 that it is the timing for displaying the panda doll include, for example, when the current game is the final game of an AT game or when the current game is the final game of a bonus.
[0383] In step S941, based on the range of game counts (setting interval) to which the current game count belongs, one panda doll setting suggestion display lottery table is selected from among the multiple "panda doll setting suggestion display lottery tables" shown in Figures 20(a) to (d). In the next step S942, the lottery table selected in step S941 is referenced, and after determining the type of panda doll based on the currently set setting value and lottery value, the panda doll suggestion display control process is terminated.
[0384] <Setting hint lottery table using panda doll> Next, we will explain the setting suggestion lottery table using Figures 20(a) to (d). Figures 20(a) to (d) are examples of setting suggestion lottery tables using panda dolls.
[0385] As explained using Figure 19, if the custom panda doll setting is disabled, or after displaying the panda doll within the range of games to which the current game belongs, one panda doll setting suggestion display lottery table is selected from among the multiple "panda doll setting suggestion display lottery tables" shown in Figures 20(a) to (d) based on the range of games to which the current game belongs (setting interval). The type of panda doll is then determined by referring to the selected lottery table and based on the currently set setting value and lottery value.
[0386] The setting suggestion lottery tables using panda figures shown in Figures 20(a) to (d) are all configured to randomly determine which type of panda figure corresponds to the panda figure that can be displayed with the currently set setting value from among several types of panda figures. However, the probability of winning the lottery differs except when the currently set setting value is setting 1.
[0387] For example, if the current game count falls within the range of games (setting interval) of 0 to 5000 games, the lottery table shown in Figure 20(a) is referenced. If the currently set setting is 2, there is a 97.0% probability that the panda doll type will be determined as none, and a 3.0% probability that the panda doll type will be determined as a bronze panda doll. Also, if the current game count falls within the range of games (setting interval) of 5001 to 6000 games, the lottery table shown in Figure 20(b) is referenced. If the currently set setting is 2, there is a 94.0% probability that the panda doll type will be determined as none, and a 6.0% probability that the panda doll type will be determined as a bronze panda doll.
[0388] Furthermore, if the current number of games falls within the range of games (setting interval) of 6001 to 7000 games, the lottery table shown in Figure 20(c) is referenced. If the currently set setting is setting 2, there is a 94.0% probability that the panda doll type will be determined as none, and a 6.0% probability that the panda doll type will be determined as a bronze panda doll. Also, if the current number of games falls within the range of games (setting interval) of 7001 or more, the lottery table shown in Figure 20(d) is referenced. If the currently set setting is setting 2, there is an 86.1% probability that the panda doll type will be determined as none, and a 13.9% probability that the panda doll type will be determined as a bronze panda doll. In other words, in this example's setting suggestion lottery table using panda dolls, the larger the number of games, the higher the probability (or at least the same) that the panda doll type corresponding to the highest setting value that can be displayed with the currently set setting is selected.
[0389] In this example, if the current game count is close to the next game count range (setting interval) to which the current game count belongs (for example, if the current game count is 4990G and it is just before the next game count range (setting interval) of 5001-6000 games), players can enjoy extending the game until the next game count range (setting interval) (continuing to play as much as possible), which can increase the player's interest and also increase the utilization rate of the gaming machine.
[0390] In this example, we showed how to use different lottery tables depending on the range of games played (setting interval). However, you could also use different lottery tables depending on the time of day the game is being played (morning, noon, night, immediately after the arcade opens, just before the arcade closes, etc.).
[0391] <Setting suggestion lottery table for setting suggestion displays that differ from the panda doll suggestion display> Next, using Figures 21(a) and 21(b), we will explain the setting suggestion lottery table for setting suggestion displays that are different from the panda doll suggestion display.
[0392] In the examples explained using Figures 19 and 20, we showed an example of displaying setting suggestions using a panda doll. However, setting suggestions that indicate the setting value are not limited to displaying them using a panda doll. For example, in addition to (or instead of) displaying the setting suggestions using a panda doll, setting suggestions may also be displayed using a display showing the number of cards exceeded, or setting suggestions may be displayed using an AT end image.
[0393] <Setting suggestion lottery table / Setting suggestion lottery table based on the number of coins exceeded> Figure 21(a) shows an example of a setting suggestion lottery table based on the display of the number of cards exceeded.
[0394] In this example, the system is configured to display a setting suggestion by showing a token count exceeding a certain number when the number of tokens acquired during a certain period (for example, during AT gameplay) reaches a specific number.
[0395] For example, if the number of medals acquired during a certain period (during AT gameplay) reaches 256, the lottery data for the 256-medal breakthrough display in the setting suggestion lottery table shown in Figure 21(a) is referenced, and if the currently set setting is setting 2, there is a 2.5% probability of displaying the medal breakthrough display (for example, the string "256 medals broken!") as a setting suggestion display. If the currently set setting is setting 5, there is a 2.5% probability of displaying the medal breakthrough display (for example, the display of the string "256 medals broken!") as a setting suggestion display. When this 256-medal breakthrough display is displayed in the display area of the liquid crystal display device 157, the player can understand that the currently set setting is either setting 2, setting 5, or setting 6, thereby increasing the player's interest.
[0396] Furthermore, if the number of medals acquired during a certain period (during AT gameplay) reaches 456, the lottery data for the 456-medal breakthrough display in the setting suggestion lottery table shown in Figure 21(a) is referenced, and if the currently set setting is setting 4, there is a 1.0% probability of displaying the medal breakthrough display (for example, the string "456 medals broken!") as a setting suggestion display. If the currently set setting is setting 5, there is a 1.2% probability of displaying the medal breakthrough display (for example, the display of the string "456 medals broken!") as a setting suggestion display. When this 456-medal breakthrough display is displayed in the display area of the liquid crystal display device 157, the player can understand that the currently set setting is one of settings 4 to 6, thereby increasing the player's interest.
[0397] Furthermore, if the number of medals acquired during a certain period (during AT gameplay) reaches 555, the lottery data for the 555-medal milestone display in the setting suggestion lottery table shown in Figure 21(a) is referenced, and if the currently set setting is 5, there is a 1.0% probability that the milestone display (for example, the string "555 medals surpassed!") will be displayed as a setting suggestion display. When this 555-medal milestone display is shown in the display area of the liquid crystal display device 157, the player can understand that the currently set setting is 5, thereby increasing the player's interest.
[0398] Furthermore, if the number of medals acquired during a certain period (during AT gameplay) reaches 666, the lottery data for the 666-medal breakthrough display in the setting suggestion lottery table shown in Figure 21(a) is referenced, and if the currently set setting is 6, there is a 1.0% probability that the medal breakthrough display (for example, the string "666 medals broken!") will be displayed as a setting suggestion display. When this 666-medal breakthrough display is shown in the display area of the liquid crystal display device 157, the player can understand that the currently set setting is 6, thereby increasing the player's interest.
[0399] Furthermore, while the probability of selecting the rainbow panda doll in the setting suggestion lottery table using the panda doll shown in Figure 20(a) (with a game count range (setting interval) of 0 to 5000 games) is 0.2%, the probability of selecting the rainbow panda doll in the setting suggestion lottery table using the coin count exceedance display shown in Figure 21(a) is 1.0%. Thus, the probability of selecting the rainbow panda doll is higher when using the setting suggestion display using the coin count exceedance display than when using the setting suggestion display using the panda doll.
[0400] This is because the panda doll display of setting suggestions always occurs when transitioning to AT (for example, at the end of AT gameplay), whereas the display of setting suggestions using the number of medals exceeded must reach a specific number of medals, and the display timing does not always occur. In this example, the display probability (execution frequency) of the setting suggestion using the number of medals exceeded, which occurs relatively less frequently, is increased.
[0401] <Setting suggestion lottery table / Setting suggestion lottery table based on AT end image> Figure 21(b) shows an example of a setting suggestion lottery table based on the AT end image.
[0402] In this example, the system is configured to display a setting suggestion display when the timing arrives for an end display (e.g., an AT end image (background image)) that indicates the end of a certain game state (e.g., AT game) to be displayed.
[0403] For example, when the timing arrives for an AT end image to be displayed, indicating that the AT game is ending, and AT end image A is to be displayed as the AT end image, the lottery data for end image A in the setting suggestion lottery table based on the AT end image shown in Figure 21(b) is referenced, and an end image A that does not suggest the currently set setting value is displayed with a probability defined for each currently set setting value.
[0404] Furthermore, when displaying AT ending image B as the AT ending image, the lottery data for ending image B in the setting suggestion lottery table based on AT ending images shown in Figure 21(b) is referenced, and ending image B is displayed as a setting suggestion display with a higher probability if the currently set setting value is even (setting 2, setting 4, setting 6) than if it is odd (setting 1, setting 3, setting 5). By displaying this ending image B in the display area of the liquid crystal display device 157, the player can understand that the currently set setting value is even, thereby increasing the player's interest.
[0405] Furthermore, when displaying AT ending image C as the AT ending image, the lottery data for ending image C in the setting suggestion lottery table based on AT ending images shown in Figure 21(b) is referenced, and ending image C is displayed as a setting suggestion display with a higher probability if the currently set setting value is odd (setting 1, setting 3, setting 5) than if it is even (setting 2, setting 4, setting 6). By displaying this ending image C in the display area of the liquid crystal display device 157, the player can understand that the currently set setting value is odd, thereby increasing the player's interest.
[0406] Furthermore, when displaying AT ending image D as the AT ending image, the lottery data for ending image D in the setting suggestion lottery table based on AT ending images shown in Figure 21(b) is referenced, and ending image D is displayed as a setting suggestion display with a probability (low probability) specified for each currently set setting value.
[0407] Furthermore, when displaying AT ending image E as the AT ending image, the lottery data for ending image E in the setting suggestion lottery table based on AT ending images shown in Figure 21(b) is referenced, and ending image E is displayed as a setting suggestion display with a higher probability than the currently set low setting value (setting 1 to setting 2) if the setting value is for a high setting. When this ending image E is displayed in the display area of the liquid crystal display device 157, the player can understand that the currently set setting value is a high setting, thereby increasing the player's interest.
[0408] Furthermore, when displaying AT ending image F as the AT ending image, the lottery data for ending image F in the setting suggestion lottery table based on AT ending images shown in Figure 21(b) is referenced, and if the currently set setting value is 4 or higher, ending image F is displayed as a setting suggestion display with a probability specified for each currently set setting value. By displaying this ending image F in the display area of the liquid crystal display device 157, the player can understand that the currently set setting value is 4 or higher, thereby increasing the player's interest.
[0409] Furthermore, when displaying AT ending image G as the AT ending image, the lottery data for ending image G in the setting suggestion lottery table based on AT ending images shown in Figure 21(b) is referenced, and if the currently set setting is setting 6, ending image G is displayed as a setting suggestion display with a probability of 3.2%. When this ending image G is displayed in the display area of the liquid crystal display device 157, the player can understand that the currently set setting is setting 6, thereby increasing the player's interest.
[0410] In this example, the probability of displaying a setting suggestion is higher when using the AT end image than when using the panda doll, but the system is configured to have many ambiguous setting suggestion types and fewer suggestions that definitively indicate the setting value.
[0411] Furthermore, the types of the first setting indication display (in this example, the setting indication display using a panda doll) do not include the type displayed when the setting value is set to the most unfavorable for the player (setting 1), while the types of the second setting indication display (in this example, the setting indication display using a display showing the number of coins exceeded, and the setting indication display using an AT end image) include the type displayed when the setting value is set to the most unfavorable for the player (setting 1). Therefore, the first setting indication display (the setting indication display using a panda doll) provides better information, making it easier for arcades to adjust the settings and allowing them to provide more user-friendly gaming machines.
[0412] Furthermore, since the setting indication display based on the number of spins exceeded and the setting indication display based on the AT end image cannot be customized, it is possible to increase the variety of setting indication displays and enhance the enjoyment of the game.
[0413] <Examples of how to use a customized panda doll> Next, we will explain some examples of how the panda doll customization works. Note that examples 1-3 described below all demonstrate the effects when the panda doll customization is enabled.
[0414] Furthermore, the number of games indicated as "Number of games for panda doll" in the diagrams of each example of the presentation is the number of games that serves as the criterion for determining the number of games in the setting section for the panda doll customization in the panda doll suggestion display control process explained using Figure 19. On the other hand, the number displayed in the upper left corner of the display area of the liquid crystal display device 157 is the cumulative number of games obtained by accumulating the number of games since the start of the game, and is the number of games that serves as the criterion for determining the ceiling game count, which will be described later.
[0415] The difference between the Panda Doll game count and the Cumulative Game Count is that the Panda Doll game count includes a penalty even if a penalty is performed during that game, while the Cumulative Game Count does not include a penalty if a penalty is performed during that game.
[0416] In this example, in normal circumstances, stopping operations with the first stop being left (sequential pressing or sequential pressing) are recommended. In games where a push-order bell is internally won in the normal state of the advantageous section (non-AT state), a penalty is imposed if a stopping operation other than the first stop being left (specifically, during the first stop or to the first stop) is performed. This penalty is imposed on the stopping operation.
[0417] Here, the penalty specifically refers to a penalty related to the transition from the normal state to the AT state. In this example, (1) no lottery is held to determine whether or not the game will transition from the normal state to the AT state. Even if a lottery is held, the penalty may be that the player does not win the transition to the AT state. Also, (2) the cumulative number of games in the normal state, which is counted up to the ceiling number of games, is not updated (not added).
[0418] In this example, the content of the penalties in (1) and (2) is adopted, but it is not limited to these, and other content is also acceptable as long as it relates to the transition from the normal state to the AT state. For example, it could be a penalty that suppresses or does not execute preferential treatment, such as not conducting a stock lottery when a stock lottery is conducted according to the internally winning role during the pre-AT period in which the AT has already been decided (the so-called main pre-AT period), or not conducting an AT upgrade lottery when an AT upgrade lottery is conducted during the main pre-AT period in which the internally winning role is determined, thereby transitioning to a better AT. In addition, although this is a penalty related to the transition to the AT state, a penalty related to the transition to the CZ may also be included. Thus, when an irregular button press is performed, some unfavorable processing that would not be performed with the recommended button press is performed, or processing that would be performed with the recommended button press is not performed (processing that does not follow the route of processing that should be performed) is constituted as a penalty.
[0419] <Example 1 of a custom panda doll display> Figure 22 is a diagram showing a time-series example of a custom panda doll performance (Example 1).
[0420] Example 1 shows an example of the presentation when the currently set setting is setting 6, the custom pattern corresponding to the game count range (setting interval) of 1001G to 2000G for the panda doll custom is set to custom 2, and the demo notification is enabled (on).
[0421] <Example of a custom panda doll presentation 1 / demo presentation> The state shown in Figure 22(a) is the state in which the demo performance has started. In this state, the conditions for starting the demo performance have been met (in this example, no game was played for a predetermined time (for example, 30 seconds) in the playable state), so the system transitions from the playable state to the demo state, and the demo performance starts by displaying an image corresponding to the demo performance (in this example, an image containing the string "Demo" to indicate that it is in the demo state) in the display area of the liquid crystal display device 157. Note that since no game is played during the demo performance, the number of games for the panda doll and the cumulative number of games are 0G.
[0422] <Example of a custom panda doll presentation 1 / In-demo announcement during the demo> The state shown in Figure 22(b) is when the demo notification is started during the demo performance. In this state, the demo notification is enabled (on) by the demo notification setting PC3 shown in Figure 16(b), and the conditions for starting the demo notification have been met (in this example, a predetermined time (for example, 10 seconds) has elapsed since the start of the demo performance). As a result, the display area of the liquid crystal display device 157 displays the demo performance, and in the layer preceding this demo performance, a demo notification (in this example, an image containing the text "Panda doll customization in progress") is displayed to indicate that the panda doll customization is enabled.
[0423] This demo notification ends when the conditions for ending the demo performance are met (for example, when an operation to display the menu screen is performed by pressing the cross buttons or OK button on UI button 134 (menu operation), or when a bet operation is performed). Note that the conditions for starting the demo notification are not limited to a predetermined amount of time having elapsed since the start of the demo performance; the demo notification may start simultaneously with the demo performance.
[0424] <Example of a custom panda doll display 1 / Menu screen> The state shown in Figure 22(c) below is the state where the menu screen is displayed. In this state, the menu screen is displayed because the menu screen was displayed (menu operation) by pressing the directional buttons or OK button on UI button 134 during the demo performance.
[0425] The display format of the menu screen is not particularly limited, but in this example, it includes items such as "Character Select" for selecting characters to appear in the performance, "Volume / Brightness Adjustment" for changing the volume and brightness, and "Login" for logging into the game system. Items can be selected and confirmed using the directional buttons or OK button on UI button 134.
[0426] The state shown in Figure 22(d) is when the "Login" option is selected on the menu screen shown in Figure 22(c), and the login screen is displayed. In this state, the player has logged into the game system by entering their ID and password on the login screen, and the panda doll customization is being executed.
[0427] <Example of panda doll customization presentation 1 / Transition to normal gameplay state> The state shown in Figure 22(e) is the state after transitioning to the normal game state, and the following Figure 22(f) is the state after the first game has started.
[0428] The number displayed in the upper left corner of the display area of the liquid crystal display device 157 indicates the cumulative number of games played since the start of the game. In the state shown in Figure 22(f), since 1 game has been played since the start of the game, both the cumulative number of games and the number of games for the panda doll are updated to 1.
[0429] <Example of panda doll customization presentation 1 / Normal gameplay state (801 games played from the start of gameplay)> The state shown in Figure 22(g) is a state where 801 games have been played since the start of the game, and the player has won an AT (Automatic Trigger) game during that game. In this state, since 801 games have been played since the start of the game, both the cumulative number of games and the number of games for the panda doll have been updated to 801.
[0430] Furthermore, in this state, since the player has won an AT game, an AT win animation is displayed to announce that the player has won an AT game (in this example, a video showing the Lord's character defeating Character X in a confrontation animation), and since the player is logged in, a mission clear display is executed because the conditions for collecting missions that can be collected while logged in have been met (in this example, the text "M: Defeated Character X in a confrontation animation" is displayed), and the player transitions to the AT preparation state.
[0431] <Example of panda doll customization presentation 1 / AT preparation state, button press sequence guessing presentation> The state shown in Figure 22(h) is the state in which the game has transitioned to the AT preparation state and the button-press sequence guessing animation is being performed during the game. In this state, 802 games have been played since the start of the game, so the cumulative game count and the number of games for the panda doll have been updated to 802.
[0432] Furthermore, in this state, since the AT game was won in the previous game, the game transitions to the AT preparation state and the button-press sequence guessing game is executed. The button-press sequence guessing game is an event (game) that is executed when a predetermined small win (for example, a bell or a replay) is won in the AT preparation state. In this button-press sequence guessing game, if the player stops the buttons in the correct order, the button-press sequence guessing game is successful and the AT starts. However, if the player stops the buttons in the incorrect order, the button-press sequence guessing game fails, and the AT preparation state is maintained without the AT starting.
[0433] The presentation of the button-press order guessing animation is not particularly limited, but in this example, the animation displays an "×" on the left side of the display area of the liquid crystal display device 157, and displays a "?" on the center and right side of the display area of the liquid crystal display device 157, which swings from side to side. This suggests that the LCR or LRC operation, where the first stop operation is left, is not recommended (it is an incorrect button-press order), and that the RCL or RLC operation, where the first stop operation is right, or the CLR or CRL operation, where the first stop operation is middle, is recommended (it is a correct button-press order).
[0434] Although not shown in the diagram, in this example, during the button-press sequence guessing animation, the first stop operation was either the RCL or RLC operation (right), or the CLR or CRL operation (middle), resulting in a successful button-press sequence guessing animation and a transition from the AT preparation state to AT gameplay.
[0435] <Example of panda doll customization presentation 1 / AT game state (10G remaining in AT)> The state shown in Figure 22(i) is that 197 games have passed since the start of AT gameplay, and 999 games have been played since the start of gameplay.
[0436] In this state, 197 games have passed since the start of AT gameplay, and 999 games have been played since the start of gameplay, so the cumulative number of games and the number of games for the panda doll have been updated to 999. In addition, the number displayed in the upper left corner of the display area of the LCD display device 157 indicates the remaining number of games for AT gameplay, and in this state, the remaining number of games for AT gameplay has been updated to 10.
[0437] <Example of panda doll customization presentation 1 / AT game state (9G remaining in AT)> The state shown in Figure 22(j) below represents the state after 1000 games have been played since the start of the game.
[0438] In this state, since 1000 games have been played since the start of the game, the cumulative number of games and the number of games for the panda doll are updated to 1000, and the remaining number of games for AT play is updated to 9. Also in this state, a push order navigation is displayed that suggests the order in which to press stop buttons 137 to 139 (in this example, the string "231" is displayed, suggesting that the order is right → left → middle).
[0439] Furthermore, in this state, since 1000G has been consumed while logged in (the mission's collection conditions have been met), a mission clear display (in this example, the string "M: 1000G played") is executed. This mission clear display also functions as a notification of the start game within the range (set interval) of the Panda Doll Custom's game count, if the user is logged in after powering on but before starting to play.
[0440] Although not shown in the diagram, some missions while logged in require you to complete the conditions in the game immediately preceding the start of the game count range (setting interval) for the Panda Doll Customization, such as playing 2000G or 3000G.
[0441] Furthermore, in this example, after powering on, the system transitioned to a demo state without any gameplay taking place. Then, the player logged into the game system and started playing. Since the game progressed without any penalties being applied after the game started, the number of games played from the start of the game was 1000G. In the state shown in Figure 22(j), both the cumulative number of games and the number of games for the panda doll match at 1000G.
[0442] <Example of panda doll customization presentation 1 / AT game state (AT remaining 0G)> The state shown in Figure 22(k) represents the state in which the final game of the AT game is being played.
[0443] In this state, since 1009 games have been played since the start of the game, the cumulative number of games and the number of games for the panda doll are updated to 1009, and the remaining number of games for AT play is updated to 0. Also in this state, a push order navigation is displayed that suggests the order in which to press stop buttons 137 to 139 (in this example, the string "132" is displayed, suggesting that the order is left → right → middle).
[0444] Furthermore, in this state, since the final game of the AT (Automatic Trigger) mode is being played, an AT completion image (in this example, an image containing the word "Last") is displayed to indicate that it is the final game of the AT mode.
[0445] The state shown in Figure 22(l) below is the state in the final game of the AT game where the AT game result is displayed and a panda doll setting suggestion corresponding to the 1020G game count for the panda doll is displayed.
[0446] In this example, the AT game results are displayed as follows: the string "Result", the number of medals acquired during the AT game (in this example, the string "Acquired: 1230 medals"), and the number of games played during the AT game (in this example, the string "Game Count: 206G").
[0447] Furthermore, in this example, since the custom pattern corresponding to the game count range (setting interval) of 1001G to 2000G for the panda doll custom is set as Custom 2, one of the panda dolls that can be displayed with the currently set setting value (setting 6 in this example) is randomly selected with equal probability and displayed.
[0448] Specifically, since the currently set value is setting 6, the following were drawn with equal probability (1 / 5 probability): a bronze panda doll suggesting setting 2 or higher, a silver panda doll suggesting setting 3 or higher, a gold panda doll suggesting setting 4 or higher, a lightning-patterned panda doll suggesting setting 5 or higher, and a rainbow panda doll suggesting setting 6 or higher. As a result, the gold panda doll was won, and the display area of the liquid crystal display device 157 shows the gold panda doll GD as a panda doll setting indication.
[0449] <Example of a custom panda doll presentation, part 2> Figure 23 is a time-series diagram showing example 2 of the custom panda doll performance.
[0450] Example 2 shows the scenario where the currently set setting is setting 6, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to custom 3, the custom pattern corresponding to the game count range (setting interval) of 1001G to 2000G for the panda doll custom is set to custom 1, and the panda doll setting indication display timing occurs for the first time at 1020G.
[0451] <Example of panda doll customization presentation 2 / Normal gameplay state (99 games played from the start of gameplay)> The state shown in Figure 23(a) is after 99 games have been played since the start of the game, and the subsequent Figure 23(b) shows the state after a penalty operation has been performed during that game. In the state shown in Figure 23(a), since 99 games have been played since the start of the game before that game, both the cumulative number of games and the number of games for the panda doll have been updated to 99.
[0452] In the state shown in the following figure (b), a penalty operation (the first stop operation being the middle stop button 138 or the right stop button 139) has been performed in a game where left-pressing is recommended.
[0453] As described above, the number of games for the panda doll is calculated by adding a game to the game count even if a penalty operation is performed during that game, whereas the cumulative game count is calculated by not adding a game to the game count if a penalty operation is performed during that game. For this reason, in this game, the number of games for the panda doll is updated from 99G to 100G, while the cumulative game count is kept at 99G without being updated from 99G to 100G.
[0454] <Example of panda doll customization presentation 2 / Normal gameplay state (1 game played since the last game)> The state shown in Figure 23(c) is the state after 1 game has been played since the previous game shown in Figure 23(b).
[0455] In this state, since 1 game has been played since the last game, the number of games for the panda doll has been updated from 100 to 101, and the cumulative number of games has been updated from 99 to 100.
[0456] <Example of panda doll customization presentation 2 / Normal gameplay state (832 games played from the start of gameplay)> The state shown in Figure 23(d) is a state in which 832 games have been played since the start of the game, and the player has won an AT game during that game. In this state, since 832 games have been played since the start of the game, the number of games for the panda doll has been updated from 831 to 832, while the cumulative number of games has been updated from 830 to 831 because there was one penalty since the start of the game.
[0457] Furthermore, in the same state, since the player has won an AT (Automatic Trigger) game, an AT win animation is performed to announce that the player has won an AT game (in this example, a video showing the Lord's character defeating Character X in a confrontation animation).
[0458] <Example of panda doll customization presentation 2 / AT preparation state, button press sequence guessing presentation> The state shown in Figure 23(e) is the state in which the game has transitioned to the AT preparation state and the button-press sequence guessing animation is being performed during the game. In this state, 833 games have been played since the start of the game, so the number of games for the panda doll is updated to 833, while the cumulative number of games is updated to 832 because there has been one penalty since the start of the game.
[0459] Furthermore, in the same state, since the AT game was won in the previous game, the game transitions to the AT preparation state and a button-press order guessing animation is performed. The manner of the button-press order guessing animation is not particularly limited, but in this example, an "×" is displayed on the left side of the display area of the liquid crystal display device 157, and a "?" is displayed in the center and on the right side of the display area of the liquid crystal display device 157 and swayed from side to side. This suggests that the LCR operation or LRC operation, where the first stop operation is left, is not recommended, and that the RCL operation or RLC operation, where the first stop operation is right, or the CLR operation or CRL operation, where the first stop operation is middle, is recommended.
[0460] The state shown in Figure 23(f) is when an incorrect button press sequence is used to stop the button during the button press sequence guessing animation (an LCR operation or LRC operation where the first stop operation is left).
[0461] In this state, the button-press sequence guessing game failed because an incorrect button press sequence was used to stop the reels (LCR or LRC operation where the first stop is left), and the AT preparation state continues.
[0462] The number of games for the panda doll is calculated by adding a game to the game count even if an incorrect button press sequence is performed during the button press sequence guessing animation of a particular game. In contrast, the cumulative game count is calculated by not adding a game to the game count if an incorrect button press sequence is used during the button press sequence guessing animation of a particular game. Therefore, in this game, the number of games for the panda doll is updated from 833G to 834G, while the cumulative game count remains at 832G without being updated from 832G to 833G.
[0463] <Example of panda doll customization presentation 2 / AT preparation state, button press sequence guessing presentation (2nd time)> The state shown in Figure 23(g) is a state where the AT preparation state continues and the second button sequence guessing animation is being performed in the game.
[0464] In this situation, since the button-press sequence guessing animation failed in the previous game, the second button-press sequence guessing animation is performed using the same animation style as the previous one.
[0465] The state shown in the following figure (h) is when an RCL operation or RLC operation, where the first stop operation is to the right, is performed during the execution of the button press sequence guessing animation.
[0466] In this state, the button press sequence guessing animation was successfully completed, and the game transitioned to AT mode. The animation also displayed an AT transition animation indicating that the game had transitioned to AT mode (in this example, the text "Ready" was displayed).
[0467] Furthermore, in this game, the correct operation was performed during the button-press sequence guessing game, resulting in an increase in the number of games for the panda doll from 834G to 835G, while the cumulative number of games was increased from 832G to 833G.
[0468] <Example of a custom panda doll presentation 2 / AT gameplay (AT remaining 0G)> The state shown in Figure 23(i) below represents the state in which the final game of the AT game is being played.
[0469] In this state, since it is the final game of the AT game, the remaining number of games in the AT game is updated from 1G to 0G. Also in this state, a push order navigation is displayed that suggests the order in which to press stop buttons 137 to 139 (in this example, the string "231" is displayed, suggesting the order to press right → left → middle).
[0470] Furthermore, in this state, since it is the final game of the AT (Automatic Trigger) game, an AT completion image (in this example, an image containing the word "Last") is displayed to indicate that it is the final game of the AT game.
[0471] The state shown in Figure 23(j) is the final game of the AT game, where the AT game result is displayed and a panda doll setting suggestion corresponding to the 1020G game count for the panda doll is displayed.
[0472] In this example, the AT game results are displayed as follows: the string "Result", the number of medals acquired during the AT game (in this example, the string "Acquired: 1120 medals"), and the number of games played during the AT game (in this example, the string "Game Count: 185G").
[0473] In this example, a custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to Custom 3, and a custom pattern corresponding to the game count range (setting interval) of 1001G to 2000G for the panda doll custom is set to Custom 1. Therefore, according to Custom 3, which has a higher priority, the panda doll that suggests the highest setting value that can be displayed with the currently set setting value will be displayed with 100% probability.
[0474] Specifically, since the currently set value is setting 6, the display area of the liquid crystal display device 157 displays a rainbow panda doll RD, which suggests a setting of 6 or higher, as a panda doll setting indication display.
[0475] <Example of a panda doll customization presentation 2 / Bet operation> The state shown in Figure 23(k) below represents the state in the final game of an AT game where a bet operation was performed while the Rainbow Panda Doll RD was displayed.
[0476] In this state, the display of the Rainbow Panda Doll RD was terminated (cleared) because the MAX bet button 132 was operated (a certain operation) while the Rainbow Panda Doll RD was being displayed.
[0477] In other words, in this example, when a certain suggestion display (in this example, the Rainbow Panda Doll RD) is displayed, performing a certain operation that is not the operation to start the next game (in this example, the operation of the MAX bet button 132) will cause the display of the setting suggestion display (Rainbow Panda Doll RD) to end.
[0478] In this example, when a setting indication display is shown, if you temporarily leave your seat or stop playing, you can prevent other players from seeing the setting information without continuing the game.
[0479] Furthermore, the "operation that is not an operation to start the next game" according to the present invention is not limited to the operation of the MAX bet button 132 (3-coin bet operation), but may also be the operation of the bet button 130 (1-coin bet operation), the bet button 131 (2-coin bet operation), the operation of the cross buttons or OK button of the UI button 134 (for example, the operation to display the menu screen), the operation of the counting button 1171 (counting operation), the operation of the power ON / OFF (operation to turn on the power, operation to turn off the power), the operation of the reset SW ON / OFF (reset operation), etc., but it is preferable that it is "an operation that can be performed by the player".
[0480] Furthermore, "terminating the display of a setting suggestion" is not limited to erasing the setting suggestion; for example, it may be made invisible by overlaying another image on the layer in front of the setting suggestion, or the original setting suggestion may be made unrecognizable by processing the image of the setting suggestion.
[0481] <Example of a custom panda doll presentation 2 / Settlement operation> The state shown in Figure 23(l) below represents the state in which a settlement operation has been performed during the final game of an AT (Automatic Trigger) game.
[0482] In this state, since the settlement button 147 has been operated (settlement operation), the medal settlement process is performed, and both the bet medals (for example, 3 medals) and the stored medals (for example, 47 medals) are settled, and a predetermined number of medals (for example, 50 medals) are dispensed from the medal payout port 155.
[0483] In other words, in this example, with respect to a certain event (in this example, betting medals) that has changed as a result of a certain operation (in this example, the operation of the MAX bet button 132), it is possible to revert to the state before the operation was performed (in this example, the non-betting state where no medals have been bet).
[0484] This example demonstrates that it is possible to provide a highly convenient gaming machine that can be restored to the state before a certain operation was performed, while taking into consideration errors and other issues.
[0485] Furthermore, even if control is executed in response to the operation of the single-bet button 130 (for example, the process of betting the game value of one medal), it may be possible to return to the state before the execution of said control (the state in which it is possible to bet the game value) by a certain operation (for example, the operation by the payout button 147). Similarly, even if control is executed in response to the operation of the double-bet button 131 (for example, the process of betting the game value of two medals), it may be possible to return to the state before the execution of said control (the state in which it is possible to bet the game value) by a certain operation (for example, the operation by the payout button 147).
[0486] Furthermore, even if control is performed in response to the operation of the settlement button 147 (for example, a process to settle (pay out) the bet game value), it may be possible to return to the state before the control was performed (the state in which the game value is bet) by a certain operation (for example, an operation by the 1-coin bet button 130, the 2-coin bet button 131, or the MAX bet button 132). Also, even if control is performed in response to the operation of the UI button 134 (for example, a process to display a menu), it may be possible to return to the state before the control was performed (the state in which the menu display is cleared) by a certain operation (for example, an operation to end the menu display by operating the UI button 134).
[0487] Furthermore, even if control is performed in response to the operation of the counting button 1171 (for example, a counting process that converts the "number of game tokens" to the "number of tokens held"), it may be possible to return to the state before the control was performed (a state in which the number of game tokens (credits) remains) by a certain operation (for example, an operation by the dispensing machine 1700 that converts the "number of tokens held" stored on the card to the "number of game tokens (credits)").
[0488] Furthermore, even if control is performed in response to an operation of a power button (not shown in the diagram) (for example, a power cut-off process), it may be possible to return to the state before the control was performed (the state before the power was cut off) by a certain operation (an operation to turn on the power).
[0489] <Example 3 of how to use a custom panda doll> Figure 24 is a time-series diagram showing example 3 of the custom panda doll performance.
[0490] Example 3 of the presentation is an example of what happens when the current setting is setting 6, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to custom 1, and then after the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is changed to custom 3, the panda doll setting indication display timing occurs for the first time at 621G.
[0491] <Example of panda doll customization presentation 3 / AT game state (AT remaining 99G)> The state shown in Figure 24(a) is when a game is being played with 99 remaining games in AT mode.
[0492] In this state, having played 522 games since the start of the game, the number of games for the panda doll has been updated to 552, and the remaining number of games for the AT (Automatic Trigger) game has been updated to 99.
[0493] <Example of a panda doll customization presentation 3: Transition from normal gameplay to settings confirmation state> The state shown in Figure 24(b) is a state in which the game has transitioned from a normal game state to a settings confirmation state when the remaining number of games in AT gameplay is 99.
[0494] In this state, since a setting confirmation transition operation (in this example, the operation of turning the setting key SW from OFF to ON while the front door 102 is open (door open state)) was performed during normal gameplay, the system transitioned from normal gameplay to setting confirmation state, and the management screen (setting confirmation state) MD was displayed in the display area of the liquid crystal display device 157.
[0495] <Example of panda doll customization presentation 3 / Display of panda doll customization settings screen> The state shown in Figure 24(c) is when the Panda Doll Customization Settings screen is displayed during gameplay with 99 remaining games in AT mode.
[0496] In this state, with the management screen (settings confirmation state) MD displayed, a panda doll custom selection operation was performed (in this example, the panda doll custom item was provisionally selected using the cross buttons of UI button 134, followed by the operation using the OK button of UI button 134), and as a result, the panda doll custom settings screen PC is displayed in the display area of the liquid crystal display device 157.
[0497] In this example, since the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to Custom 1, Custom 1 is displayed as the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G in the custom details setting PC2 of the panda doll custom settings screen PC.
[0498] <Example of a custom panda doll presentation 3 / Changing the custom pattern> The state shown in Figure 24(d) is a state in which a custom pattern has been changed during gameplay where the remaining number of games in AT mode is 99.
[0499] In this state, with the Panda Doll Custom Settings screen PC displayed, the operation to change to Custom 3 (in this example, the operation to change the custom pattern in the order of Custom 1 → Custom 2 → Custom 3 by pressing the OK button on UI button 134) was performed. As a result, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the Panda Doll custom was changed from Custom 1 to Custom 3, and Custom 3 is displayed as the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G in the Custom Details Settings PC2 of the Panda Doll Custom Settings screen PC.
[0500] <Example of panda doll customization presentation 3 / Transition from settings confirmation state to normal gameplay state> The state shown in Figure 24(e) is a state in which the game has transitioned from the setting confirmation state to the normal game state when the remaining number of games in AT gameplay is 99.
[0501] In this state, with the Panda Doll Customization Settings screen PC displayed, the Panda Doll Customization End Operation (in this example, the OK button on UI button 134 is pressed after the OK button on UI button 134 is temporarily selected) is performed, so the system transitions from the settings confirmation state to the normal gameplay state, and the normal effects corresponding to normal gameplay are displayed in the display area of the LCD display device 157.
[0502] <Example of a custom panda doll presentation 3 / Final game in AT gameplay> The state shown in Figure 24(f) is the state after 99 games of AT gameplay have been completed and the final game of AT gameplay is being performed.
[0503] In this state, since 621 games have been played since the start of the game, the number of games for the panda doll is updated to 621, and the remaining number of games for AT play is updated from 1 to 0. Also in this state, a push order navigation is displayed that suggests the order in which to press stop buttons 137 to 139 (in this example, the string "231" is displayed, suggesting that the order is right → left → middle).
[0504] Furthermore, in this state, since it is the final game of the AT (Automatic Trigger) game, an AT completion image (in this example, an image containing the word "Last") is displayed to indicate that it is the final game of the AT game.
[0505] The state shown in Figure 24(g) is the final game of the AT game, where the AT game result is displayed and a panda doll setting suggestion corresponding to the 621 games played for the panda doll is displayed.
[0506] In this example, the AT game results are displayed as follows: the string "Result", the number of medals acquired during the AT game (in this example, the string "Acquired: 598 medals"), and the number of games played during the AT game (in this example, the string "Game Count: 100G").
[0507] Furthermore, in this example, since the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to Custom 3, the panda doll that suggests the highest setting value that can be displayed with the currently set setting value will be displayed with 100% probability.
[0508] Specifically, since the currently set value is setting 6, the display area of the liquid crystal display device 157 displays a rainbow panda doll RD, which suggests a setting of 6 or higher, as a panda doll setting indication display.
[0509] In other words, in this example, if the custom settings for a certain section are changed after reaching a certain number of games, the system is configured to apply the changed custom settings (custom 3 in this example).
[0510] In this example, when a store employee checks the settings after test play, they can configure the type of setting indication display (in this example, a custom pattern setting), thereby improving convenience for the store.
[0511] <Example of panda doll customization presentation 3 / menu operation> The state shown in Figure 24(h) is when a menu operation is performed during the display of the Rainbow Panda Doll RD in the final game of an AT game.
[0512] In this state, while the Rainbow Panda Doll RD is being displayed, a menu operation (a certain operation) is performed by using the cross buttons or OK button of UI button 134 to display the menu screen. As a result, the display of the Rainbow Panda Doll RD is terminated (made invisible) by overlapping the menu screen onto the layer in front of the Rainbow Panda Doll RD.
[0513] In other words, in this example, when a certain suggestion display (in this example, the Rainbow Panda Doll RD) is displayed, performing a certain operation (in this example, a menu operation) that is not an operation to start the next game will cause the display of the setting suggestion display (Rainbow Panda Doll RD) to end.
[0514] In this example, when a setting indication display is shown, if you temporarily leave your seat or stop playing, you can prevent other players from seeing the setting information without continuing the game.
[0515] Furthermore, if the system is configured to erase the second setting indication (the setting indication using the number of cards exceeded, as explained using Figure 21) after a predetermined time has elapsed, and to not erase the first setting indication (the setting indication using the panda doll in this example) after a predetermined time has elapsed, then the first indication (the setting indication using the panda doll) that is not erased after a predetermined time has elapsed would be easily seen by others, making it difficult to leave one's seat. However, by making it possible to terminate the display of the first indication (the setting indication using the panda doll) with a certain operation, the setting information can be prevented from being seen by others.
[0516] <Example of a custom panda doll animation 3 / Menu exit operation> The state shown in Figure 24(i) is the state in which the menu termination operation was performed during the final game of AT gameplay.
[0517] In this state, while the menu screen was displayed, a menu exit operation was performed by pressing the directional buttons or the OK button on UI button 134, causing the menu screen to be closed (cleared) and the Rainbow Panda Doll RD to be displayed again.
[0518] In other words, in this example, with respect to a certain event (in this example, the deletion of the Rainbow Panda Doll RD) that changed as a result of a certain operation (in this example, a menu operation), it is possible to revert to the state before the operation was performed (in this example, the state in which the Rainbow Panda Doll RD was not deleted).
[0519] This example demonstrates that it is possible to provide a highly convenient gaming machine that can be restored to the state before a certain operation was performed, while taking into consideration errors and other issues.
[0520] <Variations in the presentation of the custom panda doll> Next, we will describe a modified version of the panda doll customization presentation, but before that, we will explain the panda doll suggestion display control process applied to this modified version.
[0521] <Variations in the presentation of the custom panda doll / Control processing for displaying the suggestive image of the panda doll> Figure 25 is a flowchart showing the flow of the panda doll suggestion display control process related to a modified example, and is the same process as the panda doll suggestion display control process explained using Figure 19.
[0522] The modified panda doll suggestion display control process applies the process of step S951 instead of the process of step S933 of the panda doll suggestion display control process explained with reference to Figure 19, and applies the processes of steps S952 and S953 instead of the processes of steps S936 to 938.
[0523] Specifically, in step S932, which is performed when the panda doll customization is enabled, the count value indicating the number of games (G) (number of games for the panda doll) is referenced, and if the current number of games is the start G of the set section, the process proceeds to step S951 to set the custom setting (custom pattern) corresponding to that section.
[0524] Furthermore, in step S952, the custom setting set at the start of the setting interval G in step S951 is referenced to determine the type of panda doll corresponding to that custom pattern. In the following step S953, the set custom setting is cleared, and then the process proceeds to step S939.
[0525] In this example, when the current number of games is the start of a set section (G), a custom setting (custom pattern) corresponding to that section is set. Then, when the current number of games reaches the timing for the panda doll to be displayed, the custom setting set at the start of the set section (G) is referenced without referring to the custom setting corresponding to the current number of games.
[0526] Therefore, even if the custom settings are changed in a game after the start of the setting period, the changed custom settings will not be reflected, and the panda doll suggestion display corresponding to the changed custom settings will not be executed. Instead, the panda doll suggestion display corresponding to the custom settings set at the start of the setting period will be executed.
[0527] The following describes variations in the presentation of the panda doll customization, which is controlled by the panda doll suggestion display control process related to the modified version. Note that both Modifications 1 and 2 described below are examples of presentations when the panda doll customization is enabled.
[0528] <Variation 1 of the panda doll customization presentation> Figure 26 is a time-series diagram showing variation 1 of the panda doll customization process.
[0529] Modification 1 is an example of a presentation in the slot machine 1100 (medalless slot machine) explained using Figure 14, where the currently set setting is setting 6, and the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to custom 1. This is an example of a presentation when, after the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is changed to custom 3, the timing for displaying the panda doll setting indication occurs for the first time at 621G.
[0530] The states shown in Figures 26(a) to 26(f) are the same as the states shown in Figures 24(a) to 24(f) of the above-mentioned example of presentation 3, so a detailed explanation will be omitted. However, in the state shown in Figure 26(b), since the setting confirmation transition operation was performed in the normal game state shown in Figure 26(a), the game transitioned from the normal game state to the setting confirmation state, and the management screen (setting confirmation state) MD is displayed in the display area of the liquid crystal display device 157.
[0531] Furthermore, in the state shown in Figure 26(c) below, since the panda doll custom selection operation was performed while the management screen (settings confirmation state) MD was displayed, the panda doll custom settings screen PC was displayed in the display area of the liquid crystal display device 157. In this example, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to Custom 1, so Custom 1 is displayed as the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G on the panda doll custom settings screen PC.
[0532] Furthermore, in the state shown in Figure 26(d), since the operation to change to Custom 3 was performed, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom was changed from Custom 1 to Custom 3. In the state shown in Figure 26(e), while the panda doll custom setting screen PC was displayed, the operation to end the panda doll custom was performed, so the state transitioned from the setting confirmation state to the normal game state, and the normal effects corresponding to normal gameplay were displayed in the display area of the liquid crystal display device 157. In the state shown in Figure 26(f), since it was the final game of the AT game, an AT end image (an image containing the string "Last") indicating that it was the final game of the AT game was displayed.
[0533] <Variation 1 of the panda doll customization presentation / Final game in AT gameplay> The state shown in Figure 26(g) is the state in the final game of the AT game where the AT game result is displayed and a panda doll setting suggestion corresponding to the 621 games played for the panda doll is displayed.
[0534] In this example, the AT game results are displayed as follows: the string "Result", the number of medals acquired during the AT game (in this example, the string "Acquired: 598 medals"), and the number of games played during the AT game (in this example, the string "Game Count: 100G").
[0535] Furthermore, in this example, even if a custom setting is changed during the game after the start of the setting interval G, the changed custom setting will not be reflected, and the panda doll suggestion display corresponding to the changed custom setting will not be executed. Instead, the panda doll suggestion display corresponding to the custom setting set at the start of the setting interval G will be executed. Therefore, the custom setting changed at the timing shown in Figure 26(d) (Custom 3 in this example) will not be reflected, and the panda doll suggestion display corresponding to the custom setting set at the start of the setting interval G (Custom 1 in this example) will be executed.
[0536] Specifically, the currently set setting is setting 6, and "Custom 1" displays a copper panda doll with 100% probability if the currently set setting is setting 2 or higher. Therefore, the display area of the liquid crystal display device 157 displays a copper panda doll CD, which suggests a setting of 2 or higher, as a panda doll setting indication.
[0537] In other words, in this example, if the custom settings for a certain section are changed after reaching a certain number of games, the previous custom settings (Custom 1 in this example) are applied.
[0538] According to this example, it becomes impossible for amusement parlor staff to check the occupancy rate of gaming machines and change the type of setting indication display during business hours, thus ensuring fairness between the amusement parlor and the players. Furthermore, since the type of setting indication display only needs to be set once during the initial setting check, the work of amusement parlor staff can be simplified, improving convenience for the amusement parlor.
[0539] <Variation 1 of the panda doll customization presentation / counting operation> The state shown in Figure 26(h) is when a counting operation is performed during the final game of an AT (Automatic Trigger) game while the bronze panda doll CD is displayed.
[0540] In this state, while the copper panda figurine CD is being displayed, a counting operation (a certain operation) is performed using the counting button 1171. Therefore, a counting start indicator SD (in this example, an image containing the text "Counting...") is overlaid on the display of the copper panda figurine CD to indicate that counting has started, making part of the display of the copper panda figurine CD invisible or difficult to see.
[0541] In other words, in this example, when a certain suggestion display (in this example, a copper panda doll CD) is displayed, performing a certain operation (in this example, a counting operation) that is not an operation to start the next game makes it possible to terminate a part of the display of the setting suggestion display (copper panda doll CD).
[0542] In this example, when a setting indication display is shown, if you temporarily leave your seat or stop playing, you can prevent other players from seeing the setting information without continuing the game.
[0543] The following figure (i) shows the state after counting is complete. In this state, since counting is complete, the counting completion indicator ED (in this example, an image containing the text string "Counting Complete") is overlaid on the display of the bronze panda figure CD, making part of the display of the bronze panda figure CD invisible or difficult to see.
[0544] <Variation 1 of the panda doll customization presentation / demo presentation> The state shown in Figure 26(i) is the state in which the demo performance has started after the counting has been completed. In this state, the conditions for starting the demo performance have been met (in this example, the counting was completed while the game was playable), so the game transitions from the playable state to the demo state, and the demo performance is started by displaying an image corresponding to the demo performance (in this example, an image containing the string "Demo" to indicate that it is in the demo state) in the display area of the liquid crystal display device 157.
[0545] In other words, in this example, when a certain suggestion display (in this example, a bronze panda doll CD) is displayed, if a certain operation (in this example, a counting operation) is performed that is not an operation to start the next game, it is possible to terminate the display of the setting suggestion display (bronze panda doll CD) when the control for that operation (in this example, a counting process that converts "number of game tokens" to "number of tokens held") is completed.
[0546] In this example, when a setting indication display is shown, if you temporarily leave your seat or stop playing, you can prevent other players from seeing the setting information without continuing the game.
[0547] The conditions for starting the demo performance (and ending the setting suggestion display) are not limited to this example. For example, the system may be configured to start the demo performance and end the setting suggestion display when the payout button is pressed while a medal has been bet by pressing the bet button, resulting in a non-bet state where no medals have been bet. Alternatively, the system may be configured to start the demo performance and end the setting suggestion display when the counting operation is completed.
[0548] Furthermore, as shown in Figure 26(i'), a counting completion notification may be executed to indicate that the counting has been completed, and a demo performance may be initiated.
[0549] <Variation 2 of the panda doll customization presentation> Figure 27 is a time-series diagram showing variation 2 of the panda doll customization presentation.
[0550] Modification 2 is an example of the presentation when the current setting is setting 6, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to custom 3, the panda doll setting indication display timing occurs for the first time at 300G, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is changed to custom 1, and then the panda doll setting indication display timing occurs again at 451G.
[0551] <Variation 2 of the panda doll customization presentation / Display of the panda doll customization settings screen> The state shown in Figure 27(a) represents the state in which a custom pattern has been set during the first game after the start of gameplay.
[0552] In this state, with the Panda Doll Custom Settings screen PC displayed, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the Panda Doll custom is set to Custom 1. Therefore, in the Custom Details Settings PC2 of the Panda Doll Custom Settings screen PC, Custom 1 is displayed as the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G.
[0553] <Variation 2 of the panda doll customization presentation / Transition from setting confirmation state to normal gameplay state> The state shown in Figure 27(b) is the state after transitioning from the settings confirmation state to the normal gameplay state.
[0554] In this state, while the Panda Doll Customization settings screen PC is displayed, the Panda Doll Customization termination operation is performed, causing the system to transition from the settings confirmation state to the normal gameplay state, and the display area of the LCD display device 157 displays the normal gameplay animations corresponding to normal gameplay.
[0555] <Variation 2 of the panda doll customization presentation (AT game win)> The state shown in Figure 27(c) is the state in which an AT game has been won during normal gameplay. In this state, since an AT game has been won, an AT win animation is performed to notify that an AT game has been won (in this example, an animated video showing the Lord character defeating character X in a confrontation animation).
[0556] <Variation 2 of the panda doll customization presentation / Final game in AT gameplay> The state shown in Figure 27(d) is the state after transitioning to AT gameplay, and the state shown in the following Figure 27(e) is the state in the final game of AT gameplay where the AT game results are displayed and a panda doll setting suggestion corresponding to 300 games for the panda doll is displayed.
[0557] In the state shown in Figure 27(e), since it is the final game of the AT game, the following are displayed as the result of the AT game: the string "Result", the number of medals acquired during the AT game (in this example, the string "Acquired: 598 medals"), and the number of games played during the AT game (in this example, the string "Game Count: 100G").
[0558] Furthermore, in this example, since the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to Custom 3, the panda doll that suggests the highest setting value that can be displayed with the currently set setting value will be displayed with 100% probability.
[0559] Specifically, since the currently set value is setting 6, the display area of the liquid crystal display device 157 displays a rainbow panda doll RD, which suggests a setting of 6 or higher, as a panda doll setting indication display.
[0560] <Variation 2 of the panda doll customization presentation / Display of the panda doll customization settings screen> The state shown in Figure 27(f) is the state after transitioning from AT gameplay to normal gameplay, and the state shown in the following Figure 27(g) is the state after a custom pattern change has been made during normal gameplay following the end of AT gameplay.
[0561] In the state shown in Figure 27(g), with the Panda Doll Custom Settings screen PC displayed, the operation to change to Custom 1 (in this example, the operation to change the custom pattern from Custom 3 to Custom 1 by pressing the OK button on UI button 134) has been performed. As a result, the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the Panda Doll custom has been changed from Custom 3 to Custom 1, and Custom 1 is displayed as the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G in the Custom Details Settings PC2 of the Panda Doll Custom Settings screen PC.
[0562] <Variation 2 of the panda doll customization presentation / Transition from setting confirmation state to normal gameplay state> The state shown in Figure 27(h) is the state after transitioning from the settings confirmation state to the normal gameplay state.
[0563] In this state, while the Panda Doll Customization settings screen PC is displayed, the Panda Doll Customization termination operation is performed, causing the system to transition from the settings confirmation state to the normal gameplay state, and the display area of the LCD display device 157 displays the normal gameplay animations corresponding to normal gameplay.
[0564] <Variation 2 of the panda doll customization presentation / AT game win> The state shown in Figure 27(i) is the state in which an AT game has been won during normal gameplay. In this state, since an AT game has been won, an AT win animation is performed to notify that an AT game has been won (in this example, an animated video showing the Lord character defeating character X in a confrontation animation).
[0565] <Variation 2 of the panda doll customization presentation / Final game in AT gameplay> The state shown in Figure 27(j) is the state after transitioning to AT gameplay, and the state shown in the following Figure 27(k) is the state in the final game of AT gameplay where the AT game results are displayed and a panda doll setting suggestion corresponding to the 451 games for the panda doll is displayed.
[0566] In the state shown in Figure 27(k), since it is the final game of the AT game, the following are displayed as the result of the AT game: the string "Result", the number of medals acquired during the AT game (in this example, the string "Acquired: 598 medals"), and the number of games played during the AT game (in this example, the string "Game Count: 100G").
[0567] In this example, since the custom pattern corresponding to the game count range (setting interval) of 1G to 1000G for the panda doll custom is set to Custom 1, if the currently set value is setting 2 or higher, the bronze panda doll will be displayed with 100% probability.
[0568] Specifically, since the currently set value is setting 6, the display area of the liquid crystal display device 157 displays a copper panda doll CD, which suggests a setting of 2 or higher, as a panda doll setting indication display.
[0569] In other words, in this example, if the panda doll customization is enabled, and after displaying according to the customization in a certain section, the customization is changed, then when displaying again in the same section, the display will be adjusted to reflect the new customization. Furthermore, as shown in the modified examples explained using Figures 25 and 26, even if the customization is changed (re-customized) in the same section, the panda doll suggestion display may be shown at the same rate as in the case of no customization (no customization).
[0570] In this example, while the custom pattern can be changed, the game count intervals could not be changed by the arcade staff. However, this could be changed. For example, in this example, the first interval was "1G~1000G", the next interval was "1001G~2000G", and so on, but these intervals could be changed arbitrarily. Also, as mentioned above, these intervals are not limited to game counts; they could be changed to time periods or the number of coins won, and in that case, the time periods or the number of coins won intervals could also be changed arbitrarily.
[0571] Furthermore, in this example, the panda doll customization was made possible in the settings confirmation state, but it may also be made possible in the settings change state. In addition, the settings change state has a first state in which the setting value can be changed by operating the reset SW, and a second state in which the setting value is fixed by operating the start lever 135 and the setting value cannot be changed. If the panda doll customization is to be made possible in the settings change state, it is preferable to make it possible in both the first and second states. By doing so, the convenience of the gaming machine is improved as the staff can choose whether to fix the setting value first and then perform the panda doll customization, or to perform the panda doll customization before fixing the setting value.
[0572] <Panda Doll Customization / Summary> As described above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in Figure 1) is a gaming machine that includes setting means (for example, setting key SW, reset SW) capable of setting one of a plurality of setting values, and performance means (for example, the liquid crystal display device 157 shown in Figure 1) capable of performing a certain setting suggestion performance that suggests the set setting value, wherein the certain setting suggestion performance is a performance capable of displaying a certain setting suggestion display that suggests the set setting value (for example, a setting suggestion display using a panda doll as shown in Figure 16(c), a setting suggestion display using a number exceeding display as shown in Figure 21(a), and a setting suggestion display using an AT end image as shown in Figure 21(b)), and the certain setting suggestion performance includes a first setting suggestion performance, the first setting suggestion performance is a performance that suggests the setting value set by the type of the certain setting suggestion display to be displayed (hereinafter referred to as the "first setting suggestion display"; for example, the setting suggestion display using a panda doll as shown in Figure 16(c)) (for example, the type of panda doll shown in Figure 16(c)), and a certain section The gaming machine is characterized in that it is possible to set the type of the first setting suggestion display to be displayed at intervals (for example, a range of games played from the start of play, a time of day during play (morning, noon, night, immediately after the opening of the gaming store, just before the closing of the gaming store, etc.), a range of the number of medals acquired from the start of play, a range of the number of medals acquired during a certain period (for example, during AT play)) (for example, a custom pattern as shown in Figures 16(b) and (d)), when it is time to execute the first setting suggestion performance in the first interval, the first setting suggestion display can be displayed with a selection rate corresponding to the set type of the first setting suggestion display, one state can be set from among a plurality of states including at least a playable state in which the game can be played, a setting confirmation state in which the set setting value can be checked, and a setting change state in which one setting value can be set from among the plurality of setting values, and the setting of the type of the first setting suggestion display can be changed at least in the setting confirmation state.
[0573] According to the gaming machine of this embodiment, when a staff member of a gaming parlor checks the settings after performing a test play, etc., settings related to the type of setting suggestion display can be made, thereby improving convenience for the gaming parlor.
[0574] Furthermore, if the setting value is changed in the aforementioned setting change state, the setting related to the type of the first setting suggestion display may not be reset.
[0575] This configuration prevents situations where settings are reset when a setting change occurs, which could lead to forgetting to reconfigure settings or making the configuration process cumbersome.
[0576] Furthermore, the system may be equipped with sound output means (for example, speakers 272, 277) capable of outputting sound, and when a setting value is changed in the setting change state, the volume value setting of the sound output means is reset (for example, the volume values of speakers 272, 277 are set to their initial values), and the volume value of the sound output means may be changeable at least at some point in the playable state (for example, by operation by the player).
[0577] With this configuration, the volume values that can be changed while the game is in playable mode are reset to the default state each time the setting is changed, and by setting them to a uniform state throughout the store when it opens, a sense of unity in the presentation can be achieved, and the effect of the presentation can be enhanced.
[0578] Furthermore, even if the setting for the type of the first setting suggestion display in the first section is changed after the first section has been established, if the timing for executing the first setting suggestion performance occurs in the changed first section, the first setting suggestion display (for example, the rainbow panda doll RD shown in Figure 24(g)) may be displayed with a selection rate corresponding to the changed setting.
[0579] With this configuration, store employees can configure the type of setting indication display when checking the settings after test play, thereby improving convenience for the store.
[0580] Furthermore, the gaming machine according to this embodiment (for example, the slot machine 100 shown in Figure 1) is a gaming machine that includes setting means (for example, setting key SW, reset SW) capable of setting one of a plurality of setting values, and performance means (for example, the liquid crystal display device 157 shown in Figure 1) capable of performing a certain setting suggestion performance that suggests the set setting value, wherein the certain setting suggestion performance is a performance capable of displaying a certain setting suggestion display that suggests the set setting value (for example, a setting suggestion display using a panda doll shown in Figure 16(c), a setting suggestion display using a number exceeding display shown in Figure 21(a), and a setting suggestion display using an AT end image shown in Figure 21(b)), wherein the certain setting suggestion performance includes a first setting suggestion performance, and the first setting suggestion performance displays the certain setting suggestion display (hereinafter referred to as "first setting suggestion"). This is called a "suggestive display." For example, it is a performance that suggests the set value depending on the type of panda doll used to display the setting, and it is possible to set the type of the first setting suggestive display to display (for example, the type of panda doll shown in Figure 16(c)) for each interval (for example, the range of games played from the start of the game, the time of day during which the game is played (morning, noon, night, immediately after the opening of the arcade, just before the closing of the arcade, etc.), the range of the number of medals acquired from the start of the game, the range of the number of medals acquired during a certain period (for example, during AT gameplay)), and when it is time to execute the first setting suggestive performance in the first interval, the first setting suggestive display can be displayed with a selection rate corresponding to the setting for the type of the first setting suggestive display.
[0581] According to the gaming machine of this embodiment, it becomes impossible for amusement parlor staff to check the operating rate of the gaming machine and set the type of setting suggestion display during business hours, thereby ensuring fairness between the amusement parlor and the players. Furthermore, since the setting of the type of setting suggestion display only needs to be set once during the initial setting check, the work of amusement parlor staff can be simplified, thereby improving convenience for the amusement parlor.
[0582] Furthermore, the aforementioned setting suggestion effect includes a second setting suggestion effect, the second setting suggestion effect is an effect that suggests a setting value set by the type of setting suggestion display shown (hereinafter referred to as the "second setting suggestion display"; for example, the setting suggestion display by showing the number of cards exceeded as shown in Figure 21(a), and the setting suggestion display by showing the AT end image as shown in Figure 21(b)), and it may be impossible to set the type of the second setting suggestion display.
[0583] This configuration allows for an increase in the variety of setting indications displayed, thereby enhancing the enjoyment of the game.
[0584] Furthermore, the first type of setting indication display may not include a type displayed when the setting value is set to the most unfavorable for the player (for example, setting 1) (for example, a type of panda doll), while the second type of setting indication display may include a type displayed when the setting value is set to the most unfavorable for the player (for example, a setting indication display by showing the number of coins exceeded, or a setting indication display by showing the AT end image).
[0585] With this configuration, the first suggestion display will provide better information, making it easier for the arcade to adjust the settings and allowing them to provide a more user-friendly gaming machine.
[0586] Furthermore, if, after displaying the first setting suggestion display in the first section, the timing for executing the first setting suggestion performance occurs while the first section is still in progress, the first setting suggestion display can be displayed with a selection rate for the state without a setting (for example, the winning probability defined in the setting suggestion lottery table using the panda doll shown in Figures 20(a) to (d)). If the timing for executing the first setting suggestion performance does not occur in the first section, but the timing for executing the first setting suggestion performance occurs in the second section, which is the next section after the first section, the first setting suggestion display can be displayed with a selection rate corresponding to the setting between the first and second sections that is advantageous to the player.
[0587] With this configuration, for unfortunate players who did not see any setting hints in the first section, it is possible to reduce their dissatisfaction by prioritizing the display of information that is beneficial to them.
[0588] Furthermore, if the setting for the type of the first setting suggestion display in the first section is changed after the first section has been established, even if the timing for executing the first setting suggestion performance occurs in the changed first section, the first setting suggestion display (for example, the copper panda doll CD shown in Figure 26(g)) may be displayed with a selection rate corresponding to the setting before the change.
[0589] With this configuration, it becomes impossible for arcade staff to check the operating rate of the gaming machines and change the type of setting indication display during business hours, thus ensuring fairness between arcades and players.
[0590] Furthermore, the gaming machine according to this embodiment (for example, the slot machine 100 shown in Figure 1) is a gaming machine equipped with setting means (for example, setting key SW, reset SW) capable of setting one of a plurality of setting values, and performance means (for example, the liquid crystal display device 157 shown in Figure 1) capable of performing a setting suggestion performance that suggests the set setting value, wherein the setting suggestion performance includes a first setting suggestion performance, the first setting suggestion performance is a performance capable of displaying a setting suggestion display (hereinafter referred to as "first setting suggestion display"; for example, a setting suggestion display using a panda doll shown in Figure 16(c)), the first setting suggestion performance is a performance that suggests the set setting value depending on the type of first setting suggestion display that is displayed, and when the first setting suggestion display is displayed, a certain operation (for example, operation of the MAX bet button 132 (3 The game machine is characterized in that it is possible to terminate the display state of the first setting suggestion display by performing operations such as a single-coin bet operation, operation of the bet button 130 (single-coin bet operation), operation of the bet button 131 (double-coin bet operation), operation of the cross buttons or OK button of the UI button 134 (for example, operation to display the menu screen), operation of the counting button 1171 (counting operation), operation of the power ON / OFF operation (operation to turn on the power, operation to turn off the power), or operation of the reset SW ON / OFF operation (reset operation), and that none of the operations are operations that start the next game.
[0591] According to the gaming machine of this embodiment, when a setting indication display is shown, if the player temporarily leaves their seat or stops playing, the game can be played without continuing, and the setting information cannot be seen by other players.
[0592] Furthermore, the types of the first setting indication display (for example, the types of panda dolls shown in Figure 16(c)) may not include the type displayed when the setting value is set to the most unfavorable value for the player.
[0593] With this configuration, the display of the first suggestion indicator negates the possibility of "Setting 1," making it an important factor in deciding whether or not to continue playing. On the other hand, it can lead to disputes, such as someone taking your machine while you're away, so it's something you don't want others to know. Therefore, it's possible to disable the display of the first suggestion indicator with a certain operation, preventing others from seeing the setting information.
[0594] Furthermore, the aforementioned setting suggestion performance includes a second setting suggestion performance, the second setting suggestion performance is a performance that suggests a setting value set according to the type of setting suggestion display shown (hereinafter referred to as the "second setting suggestion display"; for example, the setting suggestion display by showing the number of cards exceeded as shown in Figure 21(a), and the setting suggestion display by showing the AT end image as shown in Figure 21(b)), the second setting suggestion performance is a performance that erases the second setting suggestion display after a predetermined time has elapsed, and the first setting suggestion performance may be a performance that does not erase the first setting suggestion display even after a predetermined time has elapsed after showing the first setting suggestion display.
[0595] The first suggestion display, which does not disappear over time, is easily seen by others, making it difficult to leave one's seat. However, with this configuration, it is possible to prevent others from seeing the settings information by making it possible to end the display of the first suggestion display with a certain operation.
[0596] Furthermore, the aforementioned operation may be an operation that can be performed by the player.
[0597] With this configuration, when a setting indication display is shown, if you temporarily leave your seat or stop playing, you can prevent other players from seeing the setting information by operating the system yourself without continuing the game.
[0598] Furthermore, any event that changes as a result of performing a certain operation (for example, (1) operation of the MAX bet button 132, (2) operation of the counting button 1171, or (3) operation of the power button) (for example, (1) betting medals, (2) counting process that converts the number of game medals into the number of medals, or (3) power cut-off process) may be restored to the state before the operation was performed (for example, (1) a non-betting state where no medals have been bet, (2) a state where the number of game medals remains, or (3) the state before the power was cut off).
[0599] With this configuration, it becomes possible to provide a highly convenient gaming machine that can be restored to the state before a certain operation was performed, while also taking into consideration errors and other issues.
[0600] <Other Embodiments> Next, a gaming machine according to another embodiment will be described.
[0601] <Overall structure> Figure 28 is a perspective view of a slot machine 100 according to one embodiment of the present invention. The slot machine 100 shown in Figure 28 comprises a main body 101 and a front door 102 attached to the front of the main body 101 and which can be opened and closed relative to the main body 101. Inside the center of the main body 101 are three reels (left reel 110, middle reel 111, right reel 112) (not shown) with multiple types of symbols arranged on their outer surfaces, and are configured to rotate inside the slot machine 100. These reels 110 to 112 are rotationally driven by a drive device such as a stepping motor.
[0602] In this embodiment, each symbol is printed at equal intervals in appropriate numbers on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to constitute each reel 110 to 112. From the player's perspective, approximately three symbols are displayed vertically from the symbol display window 113 on each reel 110 to 112, so that a total of nine symbols are visible. By rotating each reel 110 to 112, the combination of symbols visible to the player changes. In other words, each reel 110 to 112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and their installation positions are not limited to this.
[0603] A backlight (not shown) is positioned on the back of each reel 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol is illuminated evenly. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting part and a light-receiving part is provided near each reel 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting part and the light-receiving part of this optical sensor. Based on the detection result of this sensor, the rotational position of the symbols on the reels is determined, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.
[0604] The winning line indicator lamp 120 is a lamp that indicates the valid winning lines 114. The valid winning lines are predetermined by the number of medals bet as the game medium. There are 5 winning lines 114. For example, if 1 medal is bet, the middle horizontal winning line becomes valid. If 2 medals are bet, the upper horizontal winning line and the lower horizontal winning line are added, making a total of 3 lines valid. If 3 medals are bet, the lower right downward winning line and the upper right upward winning line are added, making a total of 5 lines valid as winning lines. Note that the number of winning lines 114 is not limited to 5 lines. For example, if 1 medal is bet, the 5 lines of the middle horizontal winning line, upper horizontal winning line, lower horizontal winning line, lower right downward winning line, and upper right upward winning line may be set as valid winning lines. Alternatively, the same number of winning lines may be uniformly set as valid winning lines regardless of the number of medals bet.
[0605] The notification lamp 123 is a lamp that informs the player, for example, that they have internally won a specific winning combination (specifically, a bonus) in the internal lottery described later, or that they are currently playing a bonus game. The coin insertion lamp 124 is a lamp that informs the player that they can insert coins. The replay lamp 122 is a lamp that informs the player that they can replay the current game (no coin insertion is required) if they won the replay combination, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for visual effects.
[0606] The bet buttons 130 to 132 are buttons for inserting a predetermined number of tokens (called credits) electronically stored in the slot machine 100. In this embodiment, each time bet button 130 is pressed, one token is inserted, up to a maximum of three tokens. When bet button 131 is pressed, two tokens are inserted, and when bet button 132 is pressed, three tokens are inserted. Hereinafter, bet button 132 will also be referred to as the MAX bet button. The game token insertion lamp 129 lights up a number of lamps corresponding to the number of tokens inserted, indicating that the game can be started when the predetermined number of tokens have been inserted. The game start lamp 121 lights up.
[0607] The medal slot 141 is where the player inserts medals to start playing. That is, medals can be inserted electronically using the bet buttons 130 to 132, or by actually inserting medals through the medal slot 141 (insertion operation), and "insertion" includes both. The stored medal count indicator 125 is a display for showing the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for showing various internal information (for example, the number of medals paid out during bonus play) numerically. The payout count indicator 127 is a display for showing the number of medals paid out to the player as a result of winning a prize. The stored medal count indicator 125, the game information display 126, and the payout count indicator 127 are 7-segment (SEG) displays.
[0608] The start lever 135 is a lever-type switch used to start the rotation of reels 110 to 112. That is, by inserting the desired number of tokens into the token slot 141 or by operating the bet buttons 130 to 132 and then operating the start lever 135, the reels 110 to 112 will start to rotate. The operation of the start lever 135 is called the game start operation.
[0609] The stop button unit 136 is equipped with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by the operation of the start lever 135, and each is associated with a specific reel 110 to 112. Hereinafter, operations on the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next stop operation being the second stop operation, and the final stop operation being the third stop operation. In addition, a light-emitting element may be provided inside each stop button 137 to 139, and if the stop buttons 137 to 139 can be operated, the light-emitting element can be illuminated to inform the player.
[0610] The medal return button 133 is a button to be pressed to remove medals if they become jammed. The settlement button 134 is a button to settle the medals electronically stored in the slot machine 100 and the medals that have been bet, and to dispense them from the medal payout opening 155. The door keyhole 140 is a hole for inserting a key to unlock the front door 102 of the slot machine 100.
[0611] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and for attaching various certification labels. Below the title panel 162 are a medal payout opening 155 and a medal tray 161.
[0612] The sound hole 143 is a hole for outputting sound from a speaker located inside the slot machine 100 to the outside. The side lamps 144 located on the left and right sides of the front door 102 are decorative lamps to enhance the gaming experience. A display device 160 is located above the front door 102, and the sound hole 143 is located above the display device 160. This display device 160 consists of a shutter (shielding device) 163 made up of two horizontally opening and closing shutters, a right shutter 163a and a left shutter 163b, and a liquid crystal display device 157 (display image display device) located behind the shutters 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 (not shown) appears on the front of the slot machine 100 (player side). Furthermore, the display device does not have to be a liquid crystal display; any display device capable of displaying various visual effects and game information is acceptable. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular in shape and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Additionally, decorative elements (not shown) may be placed around the periphery of the display screen, so that a portion of the periphery is hidden by the decorative elements, resulting in the display screen appearing to have an irregular shape. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.
[0613] <Pattern arrangement> The symbol arrangements on each of the reels 110 to 112 described above will be explained using Figure 29. Figure 29 is a diagram showing the arrangement of symbols on the reel strips 150 to 152 of each reel (left reel 110, middle reel 111, right reel 112) in a planar view, and is an explanatory diagram of the symbol names.
[0614] Each reel 110-112 is equipped with a light-transmitting rectangular reel strip 150-152, and a predetermined number of frames (21 frames numbered 0-20 in this embodiment) of multiple types of patterns (9 types in this embodiment) shown on the right side of the figure are arranged on these reel strips 150-152. The numbers 0-20 shown on the left end of the figure indicate the positions of the patterns on the reel strips 150-152.
[0615] For example, in this embodiment, the symbol "Blank 1" is placed in the number 0 slot of the reel strip 150 of the left reel 110, the symbol "Bell" is placed in the number 0 slot of the reel strip 151 of the middle reel 111, and the symbol "Replay" is placed in the number 1 slot of the reel strip 152 of the right reel 112.
[0616] <Reel band> Next, using Figures 29 and 30, we will explain the reel bands 150 to 152 of reels 110 to 112.
[0617] Figure 30(a) is a partially enlarged view showing the state before the reel strip 150 is attached to the reel frames 212 and 214, and Figure 30(b) is a partially enlarged view showing the state after the lower end of the reel strip 150 has been attached to the reel frames 212 and 214.
[0618] Note that reel strips 150 to 152 have the same structure except for the patterns applied to each reel strip 150 to 152. Therefore, in this example, we will explain the reel strip 150 of the left reel 110, and for the reel strip 151 of the middle reel 111, we will replace the symbols 150 and 170 with 151 and 171, and for the reel strip 152 of the right reel 112, we will replace the symbols 150 and 170 with 152 and 172, and then explain each accordingly.
[0619] As shown in Figure 30, the slot machine 100 according to this embodiment includes reel frames 212 and 214 that hold the reel strip 150. Reel frame 212 is a member that supports the left side of the reel strip 150 in a front view (hereinafter referred to as the "left side"), and reel frame 214 is a member that supports the right side of the reel strip 150 in a front view (hereinafter referred to as the "right side"). Details of reel frames 212 and 214 will be described later.
[0620] As shown in Figure 29, the left and right sides of the reel strip 150 have linear tape application areas 250 that extend from the upper end 150U to the lower end 150D of the reel strip 150, to which double-sided tape 252 (see Figure 35(a), etc.) can be applied.
[0621] Furthermore, the lower end portion 150D of the reel band 150 is provided with a winding allowance 170 consisting of a transparent rectangular area without a pattern. When the reel band 150 is wound and attached to the reel frame 212, 214, this winding allowance 170 is first attached to a predetermined position on the reel frame 212, 214, functioning as a part for positioning the reel band 150 relative to the reel frame 212, 214. In addition, as will be described later using Figure 32, the upper end portion 150U of the reel band 150 is overlapped and attached on top of it, so it also functions as an "adhesive allowance" for the reel band 150.
[0622] The winding area 170 has identification information printed on it that allows it to be identified as one of the multiple reels 110 to 112. Specifically, on the upper right side of the winding area 170 of the reel band 150 of the left reel 110, identification information 170a (in this example, the letter "L") is printed to identify it as the left reel 110; on the upper right side of the winding area 171 of the reel band 151 of the middle reel 111, identification information 171a (in this example, the letter "C") is printed to identify it as the middle reel 111; and on the upper right side of the winding area 172 of the reel band 152 of the right reel 112, identification information 172a (in this example, the letter "R") is printed to identify it as the right reel 112.
[0623] In this example, since identification information 170a to 172a is applied to the winding margins 170 to 172, when winding and attaching each reel strip 150 to 152 to the reel frame 212, 214, the identification information 170a to 172a can be used to reliably confirm whether the correspondence between the reel strips 150 to 152 and the reels 110 to 112 is correct, thereby preventing situations where the reel strips 150 to 152 are wound onto the wrong reels.
[0624] Furthermore, the "identification means capable of identifying which of the multiple reels is being used" according to the present invention is not limited to the exemplified identification information, and may also be, for example, kanji characters such as left, middle, and right, numbers such as 1, 2, and 3, or figures and symbols. Also, it is not limited to printing (printing) characters, but may also be, for example, handwritten, cut, or a sticker. In addition, at least one of the reel frames 212 and 214 may be provided with the same identification information as the corresponding reel strips 150 to 152.
[0625] Position information is printed on the winding margins 170-172, which allows for the positioning of each reel band 150-152 relative to the reel frames 212 and 214. In this example, straight lines 170b-172b are printed on the right-center portion of the winding margins 170-172, respectively.
[0626] On the other hand, as shown in Figure 30(a), the reel frame 214 is marked with linear line marks MK corresponding to the lines 170b to 172b of the reel strips 150 to 152. When winding and attaching each reel strip 150 to 152 to the reel frames 212 and 214, as shown in Figure 30(b), the reel strips 150 to 152 can be positioned relative to the reel frames 212 and 214 by aligning the lines 170b to 172b printed on the winding margins 170 to 172 with the line marks MK on the reel frame 214.
[0627] In this example, the positioning of each reel strip 150-152 relative to the reel frames 212 and 214 can be accurately performed, improving the efficiency of the work of attaching the reel strips and preventing situations where the attachment position of the reel strips is misaligned.
[0628] In this example, the line mark MK is printed only on one of the reel frames 212 and 214 (in this example, reel frame 214). However, the line mark MK may also be printed only on the other reel frame 212 (reel frame 212), or on both reel frames 212 and 214. Furthermore, the position information only needs to be information that allows for the positioning of each reel band 150 to 152 relative to the reel frames 212 and 214, and is not limited to the straight lines exemplified; for example, it may be a shape or a symbol.
[0629] <Structure around the reel> Next, the structure of reels 110-112 and their surrounding components will be described with reference to Figures 31 and 32. Figure 31 is a partially exploded perspective view of the reel drive unit 200, and Figure 32 is an exploded perspective view of each reel and its surrounding components.
[0630] The reel drive unit 200 includes a reel case 202 made of a box-shaped metal plate. This reel case 202 houses three reels 110-112, a drive motor 220 for rotating each of the reels 110-112, an index sensor 230 for detecting the rotational position of each of the reels 110-112, and a backlight module 240 for projecting light onto the back of the reel strips 150-151 of each of the reels 110-112.
[0631] Reels 110 to 112 are equipped with reel strips 150 to 152 as described in Figure 29, and are rotatably mounted on a drive motor 220. The drive motor 220 rotates the reels in the direction indicated by the letter X in Figure 32 (forward direction) or in the opposite direction to the X direction (reverse direction). As described in Figure 30, the upper ends 150U to 152U of the reel strips 150 to 152U are overlapped on top of the winding allowances 170 to 172 so as to cover the lower ends 150D to 152D, and are attached to the winding allowances 170 to 172 with double-sided tape 252.
[0632] In this example, even if the upper ends 150U to 152U of the reel strips 150 to 152 peel off from the winding area 170 to 172 and hang down in front, the reels 110 to 112 mainly rotate in the positive direction indicated by the symbol X in Figure 32. Therefore, it is possible to avoid situations where the peeled-off portion of the reel strips 150 to 152 gets caught on other components and destroys them, or where it obstructs the rotation of the reels 110 to 112 and causes disadvantage to the player.
[0633] Furthermore, the upper end 150U of the reel band 150 is overlapped on top of the winding allowance 170 so as to cover the lower end 150D, and is attached to the winding allowance 170 with double-sided tape 252, resulting in a four-layer structure consisting of the winding allowance 170 and double-sided tape 252, and the upper end 150U of the reel band 150 and double-sided tape 252.
[0634] In this example, the identification information 170a of the winding margin 170 is positioned in a location covered by the reel band 150 and the double-sided tape 252 when the reel band 150 is fixed to the reel frame 212, 214 with double-sided tape 252. As a result, the identification information of the reel band is less likely to be visible through the reel band to the front, thus preventing it from hindering the player's visibility.
[0635] The backlight module 240 is located inside the annular reel strips 150-152 and has a light-emitting section (in this case, an LED) 244A. The reels 110-112 are comprised of reel frames 212 and 214 that hold the reel strips 150-152. Reel frame 212 supports the left side of the reel strips 150-152, and reel frame 214 supports the right side of the reel strips 150-152. Reel frames 212 and 214 are made of a light-transmitting material (such as transparent or translucent plastic).
[0636] The reel frame 212 comprises an annular frame portion 212A and four support portions 212B that extend from the frame portion 212A toward the center of the frame portion 212A. An L-shaped light-shielding piece 212D is attached to one of the four support portions 212B by a screw 212E, and this light-shielding piece 212D is positioned to pass between the light-emitting and light-receiving portions of the index sensor 230. The reel frame 214 consists of an annular member with approximately the same diameter as the frame portion 212A of the reel frame 212, and is positioned on the opposite side of the reel frame 212, sandwiching the reel strips 150-152.
[0637] The drive motor 220 is fixed to a base formed on the mounting plate 232, and the motor shaft of the drive motor 220 is fixed to the mounting portion 212C of the reels 110-112. In this embodiment, the mounting portion 212C is formed on the reel frame 212. Driven by the drive motor 220, the reels 110-112 rotate around an axis coaxial with the motor shaft.
[0638] The index sensor 230 is fixed to the mounting plate 232 via an L-shaped mounting base 234. The backlight module 240 consists of a reflector 242 fixed to the mounting plate 232 and a lighting board 244 equipped with a light-emitting section 244A for projecting light from behind the reflector 242. The harnesses connected to the drive motor 220, the index sensor 230, and the backlight module 242 are connected to the relay board 203 (see Figure 30) through a through hole 232A formed in the mounting plate 232.
[0639] Next, the configuration of the backlight module 240 will be described with reference to Figure 33. Figure 33(a) is an exploded perspective view of the backlight module 240, and Figure 33(b) is a front view of the backlight module 240.
[0640] The backlight module 240 comprises a reflector 242 and a lighting board 244 that is detachably attached to the back of the reflector 242. The reflector 242 has two partitions (bulkhead members) 242a, and these two partitions 242a form three vertical openings 246A to 246C. Two light-emitting units 244A are arranged in each of the openings 246A to 246C, and the light from each light-emitting unit 244A is directed as follows: opening 246A is directed to the upper pattern of the reel strips 150 to 152, opening 246B is directed to the middle pattern of the reel strips 150 to 152, and opening 246C is directed to the lower pattern of the reel strips 150 to 152.
[0641] The shape of the reflector 242, the number and arrangement of the light-emitting parts 244A, etc., may be any, and the number of partitions and openings is not particularly limited. However, in this embodiment, since the number of patterns on the reel strips 150-152 that are illuminated by the backlight module 240 is set to three, three openings 246A-246C are formed by two partitions 242a.
[0642] <Method for securing the reel strap> Next, the method for securing the reel straps 150-152 will be explained using Figures 34 and 35(a).
[0643] Figure 34(a) is a front view showing the peripheral components of the right reel 112 in the reel drive unit 200, Figure 34(b) is a cross-sectional view along line AA in Figure 34(a), and Figure 34(c) is a magnified view of the dotted line indicated by symbol B in Figure 34(b).
[0644] Note that reel strips 150 to 152 have the same structure except for the patterns applied to each reel strip 150 to 152. Therefore, in this example, we will explain reel strip 152 of the right reel 112, and for reel strip 150 of the left reel 110, we will replace the symbol 152 with 150, and for reel strip 151 of the middle reel 111, we will replace the symbol 152 with 151, thereby substituting the explanation for each.
[0645] As shown in Figures 34(a) to 34(c), the left side of the reel strip 152 is fixed to the reel frame 212 with double-sided tape 252, and the right side of the reel strip 152 is fixed to the reel frame 214 with double-sided tape 252.
[0646] Before explaining the method for fixing the reel strap 152, the structure of the double-sided tape 252 will be explained using Figure 35(a). Figure 35(a) is an external perspective view showing an example of the structure of the double-sided tape 252.
[0647] As shown in Figure 35(a), the double-sided tape 252 is composed of a base material 252a, a strong adhesive surface 252b (first adhesive surface) provided on one side of the base material 252a in the thickness direction, and a weak adhesive surface 252c (second adhesive surface) provided on the other side of the base material 252a in the thickness direction. Note that the "double-sided tape" according to the present invention is not limited to having a base material, and may also be a double-sided tape consisting only of adhesive without a base material (base material-less).
[0648] The base material 252a is a component that serves as the base for fixing the adhesive. The material of the base material 252a is not particularly limited, and for example, PET (polyethylene terephthalate), nonwoven fabric, acrylic foam, metal foil, etc. can be used, but in this example, it is composed of a transparent or translucent PET component.
[0649] The strong adhesive surface 252b is a component made of an adhesive with higher (stronger) adhesive strength than the weak adhesive surface 252c, and in this example, it is used to fix the reel strap 152. On the other hand, the weak adhesive surface 252c is a component made of an adhesive with lower (weaker) adhesive strength than the strong adhesive surface 252b, and in this example, it is used to fix the reel frame 212 and the reel frame 214.
[0650] The materials for the strong adhesive surface 252b and the weak adhesive surface 252c are not particularly limited, and for example, acrylic adhesives, urethane adhesives, silicone adhesives, etc., can be applied.
[0651] As shown in an enlarged view in Figure 34(c), the reel frame 212 has a reel band fixing surface 212a that can fix the left side of the reel band 152, and although not shown in the figure, the reel frame 214 also has a reel band fixing surface that can fix the right side of the reel band 152.
[0652] When fixing the left side of the reel strap 152 to the reel frame 212, the left side of the reel strap 152 is fixed to the reel frame 212 by attaching the strong adhesive side 252b of the double-sided tape 252 to the back surface of the left side of the reel strap 152 and the weak adhesive side 252c of the double-sided tape 252 to the reel strap fixing surface 212a of the reel frame 212.
[0653] Furthermore, although not shown in the diagram, when fixing the right side of the reel band 152 to the reel frame 214, the strong adhesive side 252b of the double-sided tape 252 is attached to the back surface of the right side of the reel band 152, and the weak adhesive side 252c of the double-sided tape 252 is attached to the reel band fixing surface of the reel frame 214, thereby fixing the right side of the reel band 152 to the reel frame 214.
[0654] In this example, the weak adhesive surface 252c (second adhesive surface) attached to the reel frame 212, 214 has weaker adhesive strength than the strong adhesive surface 252b (first adhesive surface) attached to the reel band 152. Therefore, when removing the reel band from the reel frame and reusing the reel frame (for example, for reuse, repair, or maintenance), it becomes easier to cleanly pee...
Claims
1. The first operating means and The second operating means, A third operating means, A door body on which the first operating means, the second operating means, and the third operating means are arranged, A gaming machine equipped with, The door body has a region (hereinafter referred to as the "rough surface region") whose surface is rougher than the operating surface of the first operating means. Between the first operating means and the second operating means in the door body, there is the rough surface region (hereinafter referred to as the "first rough surface region"), When the direction in which a second imaginary line perpendicular to a first imaginary line connecting the center of the operating surface of the first operating means and the center of the operating surface of the second operating means extends is defined as the first direction, the distance of the first rough surface region in the first direction is longer than the distance of the operating surface of the first operating means in the first direction. If one side of the second imaginary line is defined as the first side, then the rough surface region (hereinafter referred to as the "second rough surface region") is also present on the first side of the operating surface of the first operating means in the door body, and on the first side of the operating surface of the second operating means in the door body. The second roughened region extends in the door body at least from the first side of the operating surface of the first operating means to the first side of the operating surface of the second operating means. If the other side of the second imaginary line is defined as the second side, then the second side of the operating surface of the first operating means in the door body, and the second side of the operating surface of the second operating means in the door body also have the rough surface region (hereinafter referred to as the "third rough surface region"). The third roughened area extends at least from the second side of the operating surface of the first operating means to the second side of the operating surface of the second operating means in the door body. Between the second operating means and the third operating means in the door body, there is a rough surface area (hereinafter referred to as the "fourth rough surface area"), The distance of the fourth roughened area in the first direction is longer than the distance of the operating surface of the third operating means in the first direction. The second roughened area extends in the door body at least from the first side of the operating surface of the second operating means to the first side of the operating surface of the third operating means. The third roughened region extends at least from the second side of the operating surface of the second operating means to the second side of the operating surface of the third operating means in the door body. A gaming machine characterized by the following features.
2. A gaming machine according to claim 1, The first operating means, the second operating means, and the third operating means are configured to allow sliding operation. The aforementioned sliding operation is an operation in which the player slides their finger along the operating surface of a plurality of operating means when operating a plurality of operating means. The roughened areas are provided between the first operating means and the second operating means, and between the second operating means and the third operating means, to improve the sliding properties of the player's fingers during the sliding operation. A gaming machine characterized by the following features.