Gaming machine
The gaming machine enhances player engagement by managing game media data and offering transfer and notification features, addressing the lack of interest in medal-less gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2025-09-16
- Publication Date
- 2026-07-09
AI Technical Summary
Existing medal-less gaming machines lack mechanisms to enhance player interest and engagement.
A gaming machine that manages game media using data, includes a transfer operation means to move media between the machine and a management unit, and provides notifications about media count and value changes, enhancing player interaction and engagement.
Improves player interest and engagement by providing dynamic game media management and notifications, creating a more interactive gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among gaming machines, there are some like the gaming machine described in Patent Document 1, in which gaming medals (sometimes simply referred to as "medals") as gaming media are awarded upon winning. In the gaming machine described in Patent Document 1, gaming medals are discharged outside the gaming machine. Nowadays, with the management of the number of gaming media held by players in data, there is a so-called medal-less gaming machine in which gaming medals are not discharged outside the gaming machine.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Nowadays, it is desired to improve the interest by appropriately controlling in a medal-less gaming machine.
Means for Solving the Problems
[0005] The gambling machine that solves the above problems is configured to manage the number of game media held by a player using data, and is capable of playing a game by consuming game media. The gambling machine comprises a transfer operation means that can be operated by a player, a storage means that can store a predetermined value that may change in accordance with the operation of the transfer operation means, and a notification means. When the transfer operation means is operated, the gambling machine is configured to transfer the game media held by the player to the outside of the gambling machine. The notification that the notification means can execute includes a first notification that notifies the number of game media held by the player, and when the predetermined value that has changed in accordance with the operation of the transfer operation means reaches a specific value, the notification can execute a specific notification that identifies that the predetermined value has reached the specific value. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1] This is a diagram showing the front side of a slot machine. [Figure 2] (a) is a diagram showing the gaming machine management gaming media count display unit and counting buttons, and (b) is a diagram showing the information panel. [Figure 3] This is a diagram showing the game state. [Figure 4] This diagram shows the electrical configuration of a slot machine. [Figure 5] This is a flowchart showing the game progress process. [Figure 6] This diagram shows the flow from when the intermediary-type and direct-type ownership count commands are output from the game media count control board to when they are input to the sub-control board. [Figure 7] (a) and (b) are diagrams showing examples of the display content of the display device when the number of items held and the multiplier display effects are executed. [Figure 8] This figure shows the orientation of the display surface of the gaming machine management game media count display unit for the player, and the orientation of the display surface of the performance display device for the player. [Figure 9] Figures (a) to (c) show examples of what is displayed on the display device when the medal insertion animation is performed. [Figure 10] (a) and (b) are diagrams showing examples of the content displayed on the performance display device when the prize winning performance is executed. [Figure 11] (a) is a diagram showing an example of the display content of the performance display device when the first transfer performance is executed, (b) is a diagram showing an example of the display content of the performance display device when the second transfer performance is executed, and (c) is a diagram showing an example of the display content of the performance display device when the special transfer performance is executed. [Figure 12] This figure shows an example of the display content of a display device when the number of images held is displayed in a concealed manner. [Figure 13] Figures (a) to (g) show examples of the display content of the performance display device in response to changes in the number of game media managed by the gaming machine. [Modes for carrying out the invention]
[0008] The following describes an embodiment of a slot machine (a so-called revolving-type gaming machine), which is a type of gaming machine. In this specification, the directions up, down, left, right, front (front), and back refer to the directions as seen from the perspective of a player playing the slot machine.
[0009] As shown in Figure 1, in the island facility (gaming island), the slot machine 10 (hereinafter referred to as "gaming machine 10") is installed next to a management unit 100, which is a type of management device. In other words, the management unit 100 is installed adjacent to the gaming machine 10. The management unit 100 is connected to the gaming machine 10 so as to be able to communicate with it.
[0010] Now, let's describe the management unit 100. The management unit 100 includes a management medium insertion section 101 into which a management medium can be inserted. For example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining balance of the deposited money and the number of game mediums held by the player that the management unit 100 can manage. In the following description, "the number of game mediums held by the player that the management unit 100 can manage" will be referred to as "unit-managed game medium count". Game mediums are used to play games in the game machine 10. The unit-managed game medium count is data managed by the management unit 100. The management medium may also be capable of storing the player's personal information. The management unit 100 includes a cash input section 102 into which banknotes as cash can be inserted. The amount inserted into the cash input section 102 is added to the remaining balance of deposited money stored in the management medium.
[0011] The management unit 100 includes a lending operation unit 103. The lending operation unit 103 is operated when increasing the number of gaming media held by a player that the gaming machine 10 can manage, based on the remaining balance of money inserted into the management media. In the following description, "the number of gaming media held by a player that the gaming machine 10 can manage" will be referred to as "the number of gaming media managed by the gaming machine." The number of gaming media managed by the gaming machine is data managed by the gaming machine 10. The management unit 100 includes a payout operation unit 104. The payout operation unit 104 is operated when increasing the number of gaming media managed by the gaming machine, based on the number of gaming media managed by the unit. The management unit 100 includes a return operation unit 105. The return operation unit 105 is operated when receiving the return of a management media inserted into the management unit 100. The management unit 100 includes a unit-managed gaming media count display unit 106. The unit-managed gaming media count display unit 106 displays display information that allows for the identification of the unit-managed gaming media (for example, character information including Arabic numerals). The management unit 100 includes a balance display unit 107. The balance display unit 107 displays display information that allows for the identification of the remaining amount of inserted money (for example, character information including Arabic numerals).
[0012] The management unit 100 includes a unit control board 110. The unit control board 110 is an example of an external device located outside the machine. The unit control board 110 includes a unit CPU 110a, a unit ROM 110b, and a unit RWM 110c. The unit CPU 110a performs predetermined control by executing a management unit control program. The unit ROM 110b stores the management unit control program. The unit RWM 110c stores various information that is rewritten during the operation of the management unit 100. For example, the information stored in the unit RWM 110c includes flags, counters, and timers. The unit control board 110 includes a communication terminal 110d that is connected to the gaming machine 10 in a bidirectional manner.
[0013] The unit control board 110 is connected to the management medium insertion unit 101. The unit CPU 110a is configured to be able to rewrite the stored content of the management medium inserted into the management medium insertion unit 101. The unit control board 110 is connected to the cash input unit 102. The unit CPU 110a is configured to be able to input the input signal output when cash is inserted into the cash input unit 102. The input signal is a signal capable of specifying the amount of money inserted into the cash input unit 102. The unit control board 110 is connected to the lending operation unit 103. The unit CPU 110a is configured to be able to input the lending signal output when the lending operation unit 103 is operated. The unit control board 110 is connected to the payout operation unit 104. The unit CPU 110a is configured to be able to input the payout signal output when the payout operation unit 104 is operated. The unit control board 110 is connected to the return operation unit 105. The unit CPU 110a is configured to be able to input the return signal output when the return operation unit 105 is operated. The unit control board 110 is connected to the unit management game medium number display unit 106. The unit CPU 110a is configured to be able to control the display content of the unit management game medium number display unit 106. The unit control board 110 is connected to the balance display unit 107. The unit CPU 110a is configured to be able to control the display content of the balance display unit 107. The unit control board 110 is connected to the gaming machine 10 via the communication terminal 110d. The unit CPU 110a is configured to be able to input various control information (control signals) output by the gaming machine 10. The unit CPU 110a is configured to be able to output various control information (control signals) to the gaming machine 10.
[0014] The management unit 100 may include an external communication terminal for connecting to an external management device prepared separately from the gaming machine 10 and the management unit 100. For example, the external management device may be a hall computer installed in a game arcade. For example, the external management device may be a management computer capable of communicating with server equipment installed in a data center outside the game arcade via a network. The management computer and the management unit 100 may be connected to communicate bidirectionally.
[0015] Describe the processing performed in the management unit 100. When a management medium is inserted into the management medium insertion unit 101, the unit CPU 110a reads out the remaining amount of inserted money stored in the management medium and updates the read remaining amount of inserted money to balance information that can identify the amount. The balance information is information that can identify the remaining amount of inserted money and is stored in the unit RWM 110c. When a management medium is inserted into the management medium insertion unit 101, the unit CPU 110a reads out the number of unit management gaming media stored in the management medium and updates the read number of unit management gaming media to unit management gaming media number information that can identify the number. The unit management gaming media number information is information that can identify the number of unit management gaming media and is stored in the unit RWM 110c.
[0016] When a management medium is inserted, the following processing is performed by the unit CPU 110a. When the unit CPU 110a receives an input signal, it adds the amount of money that can be identified from the input signal to the remaining balance of the inserted money and updates the balance information. When the remaining balance of the inserted money is equal to or greater than a predetermined amount (for example, 1000 yen), and a lending signal is input, the unit CPU 110a outputs control information that can identify the lending of gaming media (hereinafter referred to as a lending command) to the gaming machine 10. At this time, the unit CPU 110a outputs a lending command to the gaming machine 10 that can identify the lending of a number of gaming media corresponding to the predetermined amount (for example, 50). On the other hand, when the remaining balance of the inserted money is less than the predetermined amount, the unit CPU 110a does not output a lending command to the gaming machine 10 even if a lending signal is input. When the unit CPU 110a receives a payout signal when the number of unit-managed gaming media is equal to or greater than a predetermined number (for example, 50), it outputs a lending command to the gaming machine 10 that can identify the lending of a predetermined number of gaming media. When the unit CPU 110a receives a payout signal while the number of unit-managed gaming media is less than a predetermined number but greater than or equal to 1, it outputs a lending command to the gaming machine 10 that can identify the number of gaming media to be lent, which is the number of gaming media stored as the number of unit-managed gaming media. When the number of unit-managed gaming media is 0, the unit CPU 110a does not output a lending command to the gaming machine 10, even if a payout signal is input. If a lending command is output, the unit CPU 110a updates the unit-managed gaming media count information to identify the number obtained by subtracting the number of gaming media to be lent by the lending command from the number of unit-managed gaming media.
[0017] When the unit CPU 110a receives a counting information command from the gaming machine 10, it adds a number that can be identified from the counting information command to the unit-managed gaming media count, and updates the unit-managed gaming media count after the addition to the number of media to be identifiable unit-managed gaming media count information. As will be explained in more detail later, the counting information command corresponds to control information that can identify the number of gaming media whose management is transferred from the gaming machine 10 to the management unit 100.
[0018] The unit CPU 110a controls the unit-managed game media count display unit 106 to display information that allows for the identification of the unit-managed game media count, which can be determined from the unit-managed game media count information. When the unit-managed game media count information is updated, the display content of the unit-managed game media count display unit 106 is updated. The unit CPU 110a controls the remaining amount display unit 107 to display information that allows for the identification of the remaining amount of money inserted, which can be determined from the remaining amount information. When the remaining amount information is updated, the display content of the remaining amount display unit 107 is updated.
[0019] The following describes the gaming machine 10. The gaming machine 10 in this embodiment is a gaming machine (a so-called medal-less gaming machine) that can play games using electromagnetic gaming media instead of physical gaming media (e.g., gaming tokens). Electromagnetic gaming media can also be considered as electronic gaming media. Playing games using electromagnetic gaming media is equivalent to playing games using gaming media managed by data. The gaming machine 10 does not have a device (e.g., a selector) with a sensor capable of detecting physical gaming media. The gaming machine 10 does not have an input port into which physical gaming media can be inserted. The gaming machine 10 does not have a device (e.g., a hopper unit) capable of storing physical gaming media and discharging the stored gaming media. The gaming machine 10 does not have a payout port for discharging physical gaming media outside the machine. The gaming machine 10 is capable of managing the number of gaming media held by the player (number of gaming media managed by the gaming machine) using data. In other words, the gaming machine 10 is configured to manage the number of gaming media held by a player as data. The gaming machine 10 allows players to play by consuming gaming media. The gaming machine 10 manages the number of gaming media managed by the gaming machine as data based on the number of gaming media lent out and the number of gaming media acquired. The number of gaming media lent out is the number of gaming media lent out from the management unit 100 to the gaming machine 10. In other words, the number of gaming media lent out can be said to be the number of gaming media lent out to players. The number of gaming media acquired is the number of gaming media acquired by the player as a result of playing the game (for example, gaming media given as a prize). In this way, the gaming machine 10 is configured so that players do not physically touch the gaming media when playing the game.
[0020] As shown in Figure 1, the gaming machine 10 includes a rectangular box-shaped main cabinet 11. The main cabinet 11 has an opening on its front (not shown). The gaming machine 10 includes a front door 12 that covers the opening of the main cabinet 11. The front door 12, as a door member, is supported on the main cabinet 11 so as to be openable and closable. The gaming machine 10 includes a locking mechanism SJ. In the gaming machine 10, the opening of the front door 12 is restricted by the locking mechanism SJ. In the gaming machine 10, for example, the locking mechanism SJ can be unlocked and the front door 12 opened by operating it clockwise using a key managed by the administrator of the gaming hall.
[0021] The gaming machine 10 is equipped with a decorative lamp 13 on its front door 12, which is a light-emitting means capable of performing effects such as turning a light-emitting element on, off, or flashing. The gaming machine 10 is equipped with a speaker 14 on its front door 12, which is a sound output means capable of performing effects such as outputting sound effects, music, or voices. The gaming machine 10 is equipped with an effect display device 15 on its front door 12, which is a display means capable of performing effects such as displaying images that mimic characters or letters. For example, a liquid crystal display and an organic EL display can be used as the effect display device 15. The effect display device 15 has a predetermined display surface 15a. The surface on which the image is displayed in the effect display device 15 is the display surface 15a of the effect display device 15. In this embodiment, some or all of the effect devices among the decorative lamp 13, speaker 14 and effect display device 15 correspond to effect execution means. The gaming machine 10 is equipped with a substantially rectangular display window 12a on the front of the front door 12 and below the effect display device 15. The display window 12a is made of, for example, a colorless, transparent resin material.
[0022] The gaming machine 10 includes a reel unit 16. The reel unit 16 is installed inside the machine so that it can be seen by the player through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a middle reel 16b (second reel), and a right reel 16c (third reel). Reels 16a to 16c are also called drums. Thus, the gaming machine 10 has multiple reels. Each of the reels 16a to 16c has a pattern row along its outer circumference in which multiple symbols are arranged in an identifiable manner. The pattern row is provided by wrapping a strip of translucent film, on which multiple symbols are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each pattern row of reels 16a to 16c contains 21 symbols. There are multiple types of symbols. For example, the multiple types of symbols include a cherry symbol that resembles a cherry, a watermelon symbol that resembles a watermelon, a bell symbol that resembles a bell, a red seven symbol that resembles a red "7", a white seven symbol that resembles a "7", and a replay symbol that resembles the word "REPLAY". In this way, reels 16a to 16c each have multiple symbols.
[0023] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the middle reel 16b, and an actuator for driving the right reel 16c. For example, stepping motors can be used as actuators to drive the reels 16a to 16c. The reels 16a to 16c can rotate and stop vertically independently of each other by the actuators provided for each of them. In the gaming machine 10, when the reels 16a to 16c rotate, the sequence of symbols (multiple types of symbols) visible through the display window 12a changes, and a variation game is executed. For example, the change in the sequence of symbols is performed by scrolling the sequence of symbols vertically from top to bottom. In this way, the gaming machine 10 is configured to execute a variation game. The reel unit 16 includes a left reel sensor SE1 for detecting the rotational position of the left reel 16a, a middle reel sensor SE2 for detecting the rotational position of the middle reel 16b, and a right reel sensor SE3 for detecting the rotational position of the right reel 16c (as shown in Figure 4).
[0024] The display window 12a is large enough to display three symbols that are circumferentially continuous on reels 16a to 16c. The display window 12a has upper, middle, and lower stop positions set for each of the reels 16a to 16c. When the reels stop rotating, one symbol stops and is displayed at each of the upper, middle, and lower stop positions. The game machine 10 can then see the symbols stopped at each stop position through the display window 12a, and the symbols are displayed in the display window 12a. In other words, when some or all of the reels 16a to 16c are stopped rotating, it is possible to see at least three symbols that stop at the upper, middle, and lower stop positions from among the multiple symbols of the stopped reels through the display window 12a. In the gaming machine 10, a set of valid stopping positions is determined by selecting one stopping position from three set for each reel 16a to 16c, resulting in a combination of symbols that can be judged as a winning combination. In the following description, the line connecting multiple stopping positions that constitute a valid stopping position combination will simply be referred to as the "valid line YL". In this embodiment, the valid line YL (valid stopping position combination) is formed by the middle stopping positions of each reel 16a to 16c. The valid line YL is also called the winning line.
[0025] Here, "stopping" in relation to the symbols means that the symbols stop within the display window 12a, that is, at one of the upper, middle, or lower stopping positions, and are displayed in a way that is visible to the player. Also, "winning" means that a symbol combination for which a prize has been determined is displayed on the active line YL. In the gaming machine 10, when a win occurs, the prize determined for that winning symbol combination is awarded. Note that combinations other than the valid stopping position combinations are invalid stopping position combinations (so-called invalid lines) for which the displayed symbol combination cannot be determined to be a win. Hereafter, "game results derived in the variable game" corresponds to the symbol combinations that stop on the active line YL in the variable game.
[0026] The gaming machine 10 is equipped with a 1-bet button 17 on the front of the front door 12. The 1-bet button 17 is an operating means that, when operated, allows the user to set the number of bets from the number of gaming media managed by the gaming machine. Specifically, when the number of bets has not reached the upper limit (3 in this embodiment) and the number of gaming media managed by the gaming machine is 1 or more, operating the 1-bet button 17 once will decrease the number of gaming media managed by the gaming machine by 1 and increase the number of bets by 1. However, when the number of bets has reached the upper limit, operating the 1-bet button 17 will not increase the number of bets. When the number of gaming media managed by the gaming machine is 0, operating the 1-bet button 17 will not increase the number of bets.
[0027] The gaming machine 10 is equipped with a MAX bet button 18 on the front of the front door 12. The MAX bet button 18 is an operating means that allows the user to set the bet amount from the number of gaming media managed by the gaming machine by operating it. Specifically, when the bet amount has not reached the upper limit, and the bet amount and the number of gaming media managed by the gaming machine are equal to or greater than the upper limit, operating the MAX bet button 18 once will reduce the number of gaming media managed by the gaming machine by the remaining amount until the bet amount reaches the upper limit, thereby increasing the bet amount to the upper limit. However, if the MAX bet button 18 is operated when the bet amount has reached the upper limit, the bet amount cannot be increased. Even when the bet amount has not reached the upper limit, if the MAX bet button 18 is operated when the bet amount and the number of gaming media managed by the gaming machine are less than the upper limit, the bet amount cannot be increased.
[0028] The gaming machine 10 is equipped with a settlement button 19 on the front of the front door 12, which serves as an operable settlement operation means. The settlement button 19 is an operation means that, when operated, can refund a set number of bets to the number of gaming media managed by the gaming machine. Specifically, when the bet is 1 or more, operating the settlement button 19 will reduce the bet to 0, and the number of gaming media managed by the gaming machine can be increased by the amount reduced.
[0029] The gaming machine 10 is equipped with a start lever 20 on the front of the front door 12, which serves as a start operation unit. The start lever 20 is a means for performing the start operation to begin the rotation of reels 16a to 16c. In other words, the acceptance of the start operation triggers the start of the variable game. The start lever 20 is an operating means that is operated when starting the variable game. The start lever 20 can be operated by the player. In the gaming machine 10, the variable game is started based on the start operation.
[0030] The gaming machine 10 is equipped with a left stop button 21 (first stop button) on the front of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operating means for stopping the rotation of the left reel 16a. The gaming machine 10 is equipped with a middle stop button 22 (second stop button) on the front of the front door 12. The middle stop button 22 corresponds to the middle reel 16b and is an operating means for stopping the rotation of the middle reel 16b. The gaming machine 10 is equipped with a right stop button 23 (third stop button) on the front of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operating means for stopping the rotation of the right reel 16c. Stop buttons 21 to 23 can be operated by the player. Stop buttons 21 to 23 correspond to multiple symbol rows individually. The stop buttons 21 to 23 each correspond to a stop operation unit. Thus, the gaming machine 10 is configured to stop the rotation of the reels when a stop button is operated. Furthermore, operating a stop button to stop a reel while it is rotating can be called a stop operation. In the gaming machine 10, the rotation of the reels stops based on the stop operation. As described above, the gaming machine 10 is equipped with multiple stop buttons 21 to 23, which serve as stop operation means corresponding to multiple reels 16a to 16c. In the following description, the first stop operation among the stop buttons 21 to 23 may be referred to as the first stop operation, the second stop operation as the second stop operation, and the third stop operation as the third stop operation.
[0031] There are six possible operating sequences for stop buttons 21-23 (hereinafter referred to as "pressing sequence"), each differing in the order of the stop buttons used for the first, second, and third stop operations. The first pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of left reel 16a → middle reel 16b → right reel 16c. The second pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of left reel 16a → right reel 16c → middle reel 16b. The third pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of middle reel 16b → left reel 16a → right reel 16c. The fourth pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of middle reel 16b → right reel 16c → left reel 16a. The fifth button sequence involves pressing stop buttons 21-23 so that the reels stop rotating in the following order: right reel 16c → left reel 16a → middle reel 16b. The sixth button sequence involves pressing stop buttons 21-23 so that the reels stop rotating in the following order: right reel 16c → middle reel 16b → left reel 16a.
[0032] As shown in Figure 2(a), the gaming machine 10 includes a gaming machine management game medium count display unit 27 that displays information that allows for the identification of the number of gaming mediums managed by the gaming machine. The gaming machine management game medium count display unit 27 is composed of a plurality of 7-segment displays. The plurality of 7-segment displays that constitute the gaming machine management game medium count display unit 27 are arranged in a row. In this embodiment, the gaming machine management game medium count display unit 27 is composed of five 7-segment displays. In this embodiment, the five 7-segment displays that constitute the gaming machine management game medium count display unit 27 can display a 5-digit decimal number from 00000 to 99999. The gaming machine management game medium count display unit 27 has a predetermined display surface 27a. The surfaces of the plurality of 7-segment displays that constitute the gaming machine management game medium count display unit 27 become the display surface 27a of the gaming machine management game medium count display unit 27.
[0033] The gaming machine 10 is equipped with a counting button 28 that can be operated by the player. The counting button 28 corresponds to a transfer operation means. When the counting button 28 is operated, some or all of the gaming media managed by the gaming machine 10 as the number of gaming media managed by the gaming machine are managed by the management unit 100. In this way, when the counting button 28 is operated, the gaming media held by the player are transferred from the gaming machine 10 to the management unit 100. That is, in this embodiment, when the transfer operation means is operated, the number of gaming media held by the player is transferred outside the gaming machine. As will be described in detail later, in the gaming machine 10, the number of gaming media transferred at one time differs depending on how the counting button 28 is operated.
[0034] As shown in Figure 2(b), the gaming machine 10 is equipped with an information panel 30. The information panel 30 includes a replay display unit 31, a weight display unit 32, a favorable section display unit 33, a multiplier display unit 34, and a payout display unit 35.
[0035] The replay display unit 31 displays information that allows for the identification of whether or not replay is in operation. Specifically, the replay display unit 31 lights up when replay is in operation and turns off when replay is not in operation. Replay will be explained later. The wait display unit 32 displays information that allows for the identification of whether or not a wait time is in progress. Specifically, the wait display unit 32 lights up when a wait time is in progress and turns off when a wait time is not in progress. The advantageous section display unit 33 displays information that allows for the identification of whether or not the game is controlled within an advantageous section. Specifically, the advantageous section display unit 33 lights up when the game is controlled within an advantageous section and turns off when the game is not controlled within an advantageous section. The advantageous section display unit 33 may be configured to light up when the game is controlled within a portion of the advantageous section. In other words, the advantageous section display unit 33 may be configured to light up when the game is controlled within at least a portion of the advantageous section.
[0036] The multiplier display unit 34 displays information that allows for the identification of the set multiplier (number of bets). Specifically, the multiplier display unit 34 is composed of three light-emitting elements. When the multiplier is 1, one of the light-emitting elements constituting the multiplier display unit 34 lights up, and the remaining two light-emitting elements are off. When the multiplier is 2, two of the light-emitting elements constituting the multiplier display unit 34 lights up, and the remaining one light-emitting element is off. When the multiplier is 3, all of the light-emitting elements constituting the multiplier display unit 34 light up. In this way, the multiplier display unit 34 lights up the light-emitting elements corresponding to the multiplier.
[0037] The payout display unit 35 is composed of multiple 7-segment displays. The multiple 7-segment displays constituting the payout display unit 35 are arranged in a row. In this embodiment, the payout display unit 35 is composed of two 7-segment displays. In this embodiment, the two 7-segment displays constituting the payout display unit 35 can display two-digit decimal numbers from 00 to 99.
[0038] Next, we will explain the design combinations that determine the prizes. A combination of symbols that has been designated to award a prize is also called a "winning combination." Prize-winning combinations of symbols (winning combinations) include combinations of symbols that have been designated to award a payout of game currency (payout combinations) and combinations of symbols that have been designated to award a replay (replay combinations). A replay means that the next spinning game can be started without having to bet game currency. Replay combinations are also called replay combinations. Examples of payout combinations include the cherry combination, watermelon combination, bell combination, and single-coin combination.
[0039] For the cherry symbol, a predetermined number of game tokens (3 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the cherry symbol is won is referred to as the "cherry stop combination". For the watermelon symbol, a predetermined number of game tokens (5 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the watermelon symbol is won is referred to as the "watermelon stop combination". For the bell symbol, a predetermined number of game tokens (15 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the bell symbol is won is referred to as the "bell stop combination". For the single-coin symbol, a predetermined number of game tokens (1 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the single-coin symbol is won is referred to as the "bell spill stop combination". The number of game tokens dispensed corresponds to the number of game tokens assigned to the player and is added to the total number of game tokens managed by the game machine. The re-play prize is a re-play. In the following explanation, the combination of symbols that stops on the active line YL when a re-play prize is won is referred to as the "re-play stop combination."
[0040] The gaming machine 10 is configured to allow control of the game state. As shown in Figure 3, there are multiple game states in the gaming machine 10. Specifically, the game states in the gaming machine 10 include the first normal state, the second normal state, the first advantageous state, and the second advantageous state. In the following explanation, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be explained in more detail later, the advantageous state is a game state that is more advantageous than the normal state.
[0041] In the gaming machine 10, when it is in the first normal state, if a transition to the advantageous section is decided, it transitions to the second normal state. In the gaming machine 10, when it is in the second normal state, if a transition to the first advantageous state is decided, it transitions to the first advantageous state. Furthermore, in the gaming machine 10, if the termination condition for the first advantageous state is met but the transition condition is not met (shown as "not met" in Figure 3), the advantageous section ends and it transitions to the first normal state. On the other hand, in the gaming machine 10, if the termination condition for the first advantageous state is met but the transition condition is met, it transitions to the second normal state. In addition, in the gaming machine 10, if the number of variable games played in the first advantageous state reaches a predetermined number of "30 times", the termination condition for the first advantageous state is met. In the gaming machine 10, if the machine is transitioning from the second advantageous state to the first advantageous state, or if it is determined by lottery to transition to the second advantageous state when transitioning from the second normal state to the first advantageous state, the transition conditions are met, and the machine transitions to the second advantageous state after the end of the first advantageous state. In the gaming machine 10, if the remaining number of stays, which corresponds to the remaining number of variable games that can be played in the second advantageous state, reaches 0, the advantageous period ends, and the machine transitions to the first normal state. In addition, in the gaming machine 10, if the conditions for ending the advantageous period are met while the machine is in an advantageous period, the advantageous period ends, and the machine transitions to the first normal state. In the gaming machine 10, if the number of variable games played in the advantageous period reaches "1500," which corresponds to the maximum number of stays, or if the number of game tokens granted in the advantageous period reaches "2400," which corresponds to the maximum number granted, the conditions for ending the advantageous period are met.
[0042] The gaming machine 10 is configured to allow control of the performance state (performance mode). There are multiple types of performance states in the gaming machine 10. Specifically, the performance states in the gaming machine 10 include the normal performance state, the pseudo-bonus performance state, and the advantageous performance state. The normal performance state is the performance state that the player is in when the machine is in the normal state. The pseudo-bonus performance state is the performance state that the player is in when the machine is in the first advantageous state. The advantageous performance state is the performance state that the player is in when the machine is in the second advantageous state. In each performance state, performance state identification information that allows the player to identify the performance state in which they are currently in is announced. The performance state in which the player is currently in which they are in corresponds to the performance state that is being controlled. In the gaming machine 10, for example, performance state identification information is announced by displaying different background images on the performance display device 15 for each type of performance state, illuminating decorative lamps 13 with different light colors for each type of performance state, or outputting different background sounds (so-called BGM) from the speaker 14 for each type of performance state. By announcing performance state identification information, the player can recognize the type of performance state in which they are currently in which they are in which state.
[0043] In the gaming machine 10, for example, an operation-related animation (hereinafter referred to as a navigation animation) is performed that suggests or notifies the operation of the stop button to stop a designated combination of symbols on the active line YL. The operation of the stop button suggested or notified in the navigation animation includes the order in which to press the stop button and the timing of the stop button operation. The timing of the stop button operation refers to the so-called precise stopping position. The navigation animation is also called an operation navigation animation or a button-press navigation animation (button-press navigation).
[0044] In the gaming machine 10, when in the normal performance state, navigation sequences are not performed in a way that is advantageous to the player. On the other hand, in the gaming machine 10, when in the pseudo-bonus performance state and the advantageous performance state, navigation sequences are performed in a way that is advantageous to the player. That is, when in the pseudo-bonus performance state and the advantageous performance state, the proportion of navigation sequences performed in a way that is advantageous to the player is higher compared to when in the normal performance state. Furthermore, in the gaming machine 10, navigation sequences are not performed when in the normal performance state, but are performed when in the pseudo-bonus performance state and the advantageous performance state. That is, in the gaming machine 10, the proportion of navigation sequences performed when in the pseudo-bonus performance state and the advantageous performance state is higher compared to when in the normal performance state. For this reason, the pseudo-bonus performance state and the advantageous performance state, which are controlled in the advantageous state, can be said to be more advantageous performance states than the normal performance state, which are controlled in the normal state. The pseudo-bonus and advantageous states are what is known as "Assist Time (AT)". Therefore, the advantageous state is more advantageous than the normal state.
[0045] Next, the electrical configuration of the gaming machine 10 will be explained. As shown in Figure 4, the gaming machine 10 includes a main control board 40 as the main control unit. The main control board 40 performs processing related to variable games. The main control board 40 outputs control information. Control information is also called a control signal or control command. The gaming machine 10 includes a sub-control board 50 as a sub-control unit. The sub-control board 50 performs processing based on the control information input from the main control board 40. The gaming machine 10 includes a gaming medium count control board 60. The gaming medium count control board 60 performs processing based on the control information input from the main control board 40. The gaming medium count control board 60 outputs control information.
[0046] The main control board 40 and the game medium count control board 60 are connected in a way that enables bidirectional communication. The main control board 40 outputs control information to the game medium count control board 60. The game medium count control board 60 outputs control information to the main control board 40. In this way, the main control board 40, as the first control board, can communicate bidirectionally with the game medium count control board 60, as the second control board. In other words, the game medium count control board 60, as the second control board, can communicate bidirectionally with the main control board 40, as the first control board.
[0047] The main control board 40 and the sub-control board 50 are connected in such a way that communication can be performed unidirectionally from the main control board 40 to the sub-control board 50. The main control board 40 outputs control information to the sub-control board 50. On the other hand, the sub-control board 50 does not output control information to the main control board 40. In this way, the sub-control board 50, acting as a third control board, can communicate unidirectionally with the main control board 40, acting as a first control board.
[0048] When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90 provided on the gaming machine 10, the gaming media count control board 60 of the gaming machine 10 and the unit control board 110 of the management unit 100 are connected in a way that enables bidirectional communication. When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90, the gaming media count control board 60 outputs control information to the management unit 100. When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90, the management unit 100 outputs control information to the gaming media count control board 60.
[0049] First, let me explain the main control board 40. The main control board 40 comprises a main CPU 41 as a first control unit, a main ROM 42, and a main RWM 43. In this embodiment, the main control board 40 as a first control board has a main CPU 41 as a first control unit. The main CPU 41 performs various processes by executing a main control program. For example, the main CPU 41 can input control information output from the game medium count control board 60 by executing input processing. In this way, the main CPU 41 as a first control unit can execute input processing to input control information output from the game medium count control board 60 as a second control board. The main ROM 42 stores the main control program and judgment values used in predetermined lotteries. The main RWM 43 is configured to store various information that can be rewritten as appropriate during the operation of the game machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main control board 40 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0050] The main control board 40 is connected to reel sensors SE1 to SE3. The main CPU 41 is configured to receive detection signals output by the various reel sensors SE1 to SE3 via a port (not shown). The main CPU 41 can receive detection signals output by the various reel sensors SE1 to SE3 by performing input processing. The main control board 40 is connected to the actuators of the reels 16a to 16c. The main CPU 41 is configured to control the operation of the actuators of the reels 16a to 16c via a drive circuit (not shown).
[0051] The main control board 40 is connected to a 1-bet button 17, a MAX-bet button 18, a payout button 19, a start lever 20, and stop buttons 21-23. The main CPU 41 is configured to receive detection signals output by the 1-bet button 17, MAX-bet button 18, payout button 19, start lever 20, and stop buttons 21-23 via a port (not shown). The main CPU 41 can receive detection signals output by the 1-bet button 17, MAX-bet button 18, payout button 19, start lever 20, and stop buttons 21-23 by performing input processing. An information panel 30 is connected to the main control board 40. The main CPU 41 is configured to control the display content of the information panel 30 via a drive circuit (not shown).
[0052] Here, we will explain the role lottery table and the winning numbers mentioned above, which are used in the internal lottery to determine the winning numbers from among multiple winning numbers stored in the main ROM 42. The internal lottery to determine the winning numbers is called the "role lottery." The winning numbers determined in the role lottery are also called the condition device combination. For this reason, the role lottery can also be called the "condition device combination lottery." In the following explanation, "the determination of a predetermined winning number in the role lottery" may be expressed as "winning a predetermined winning number in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number."
[0053] The winning number is control information that defines one or more symbol combinations that can be derived (displayed) in a variable game. In other words, the winning number is a condition device identifier that defines one or more winning combinations that can be achieved in a variable game. Winning numbers include, for example, winning numbers that allow the cherry combination, winning numbers that allow the watermelon combination, winning numbers that allow the bell combination, and winning numbers that allow the re-play combination. Among the winning numbers that allow the bell combination, there are winning numbers that allow the single-coin combination in addition to the bell combination. Among the winning numbers that allow the bell combination and the single-coin combination, there are winning numbers in which the order of operation of the stop button to achieve the bell combination is different from the order of operation of the stop button to achieve the single-coin combination. For example, among the winning numbers that allow for both the bell and single-coin wins, there are winning numbers in which the bell win occurs when the stop button is operated in a predetermined sequence, while the single-coin win occurs when the stop button is operated in a sequence different from the predetermined sequence.
[0054] In the following explanation, "when a cherry symbol is awarded" refers to the case where a winning number that allows for a cherry symbol to be awarded in the prize draw. Note that "when a cherry symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a cherry symbol to be awarded." In the following explanation, "when a watermelon symbol is awarded" refers to the case where a winning number that allows for a watermelon symbol to be awarded in the prize draw. Note that "when a watermelon symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a watermelon symbol to be awarded." In the following explanation, "when a bell symbol is awarded" refers to the case where a winning number that allows for a bell symbol to be awarded in the prize draw. Note that "when a bell symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a bell symbol to be awarded." The winning numbers that allow for a bell win include the winning numbers that allow for both a bell win and a single-card win. In the following explanation, when a winning number that allows for a replay win is drawn in the win draw, it is referred to as "when a replay win is allowed." When a replay win is allowed, it corresponds to the result of the win draw being "a result that allows for a replay win."
[0055] In the prize draw table, for each of the winning numbers that can be determined, a predetermined number of random numbers used for prize draws (hereinafter referred to as "principal draw random numbers") are allocated from a range of possible values for the random numbers. In the game machine 10, if none of the winning numbers are matched in the prize draw, that is, if a prize is not awarded, the prize draw result is "miss." When the prize draw result is "miss," the symbol combinations that determine the prizes based on the prize draw result are not derived on the active line YL.
[0056] Next, we will explain the game media count control board 60. The game medium count control board 60 comprises a medium count CPU 61 as a second control unit, a medium count ROM 62, and a medium count RWM 63. In this embodiment, the game medium count control board 60 as a second control unit has a medium count CPU 61 as a second control unit. The medium count CPU 61 mainly performs processing related to managing the number of game mediums held by the player by executing a game medium count control program. In this way, the medium count CPU 61 as a second control unit is capable of performing processing to manage the number of game mediums held by the player. The medium count CPU 61 can input control information output from the main control board 40 by performing input processing. In this way, the medium count CPU 61 as a second control unit is capable of performing input processing to input control information output from the main control board 40 as a first control board. The medium count ROM 62 stores the game medium count control program and the like. The medium count RWM 63 is configured to store various information that is rewritten as appropriate during the operation of the game machine 10. The information stored in the RWM63 media includes, for example, flags, counters, and timers.
[0057] A gaming machine management gaming machine management gaming machine management display unit 27 is connected to the gaming machine management control board 60. The machine management CPU 61 is configured to control the display content of the gaming machine management gaming machine management display unit 27 via a drive circuit (not shown). The gaming machine management gaming machine management display unit 27 is controllable by the machine management CPU 61, which acts as a second control unit. A counting button 28 is connected to the gaming machine management control board 60. The machine management CPU 61 is configured to receive detection signals output by the counting button 28 via a port (not shown). A connection terminal board 90 is connected to the gaming machine management control board 60.
[0058] Next, the sub-control board 50 will be described. The sub-control board 50 comprises a sub-CPU 51 as a third control unit, a sub-ROM 52, and a sub-RWM 53. In this embodiment, the sub-control board 50 as a third control board has a sub-CPU 51 as a third control unit. The sub-CPU 51 performs various processes (for example, processes related to performance) by executing a sub-control program. The sub-CPU 51 can input control information output from the main control board 40 by executing input processing. Thus, the sub-CPU 51 as a third control unit can execute input processing to input control information output from the main control board 40 as a first control board. The sub-ROM 52 stores the sub-control program and judgment values used for various lotteries. The sub-ROM 52 stores light emission performance data related to light emission performance in the decorative lamp 13. The sub-ROM 52 stores sound performance data related to sound performance in the speaker 14. The sub-ROM 52 stores display performance data related to display performance in the performance display device 15. The sub-RWM53 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the sub-RWM53 includes, for example, flags, counters, and timers. The sub-control board 50 is configured to generate random numbers. These random numbers may be hardware random numbers or software random numbers.
[0059] The sub-control board 50 is connected to a decorative lamp 13, a speaker 14, and a performance display device 15. The sub-CPU 51 is configured to control the decorative lamp 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown). Thus, the decorative lamp 13 is controllable by the sub-CPU 51 as a third control unit. In this embodiment, by the sub-CPU 51 controlling the decorative lamp 13 as a light-emitting means, the function of a light-emitting control means capable of controlling a light-emitting means is realized. Similarly, the speaker 14 is controllable by the sub-CPU 51 as a third control unit. In this embodiment, by the sub-CPU 51 controlling the speaker 14 as a sound output means, the function of a sound output control means capable of controlling a sound output means is realized. The performance display device 15 is controllable by the sub-CPU 51 as a third control unit. In this embodiment, by the sub-CPU 51 controlling the performance display device 15 as a display means, the function of a display control means capable of controlling a display means is realized.
[0060] Here, we will explain the game progression processing executed by the main CPU 41. The game progression processing executed by the main CPU 41 is a series of processes related to the progress of the game, such as executing the variable game and awarding prizes.
[0061] As shown in Figure 5, in the game progression process, the main CPU 41 executes the game start set process (step S101). In the game start set process, the main CPU 41 updates a predetermined memory area in the main RWM 43. Next, the main CPU 41 executes error processing (step S102). In error processing, the main CPU 41 determines whether or not to generate an overflow error. The main CPU 41 determines whether or not to generate an overflow error based on the number of game media managed by the game machine, which can be identified from the via-type number of held command input from the game media number control board 60. If the number of game media managed by the game machine, which can be identified from the via-type number of held command, is less than the maximum number of games (for example, 16369), the main CPU 41 does not generate an overflow error. In this case, the main CPU 41 controls the game to a playable state without controlling it to a play-disabled state. After that, the main CPU 41 terminates the error processing. On the other hand, if the number of game media managed by the gaming machine, which can be identified from the via-type number of media, is greater than or equal to the maximum number of games that can be played, the main CPU 41 generates an overflow error. In this case, the main CPU 41 controls the system to a game-disabled state where it is not possible to play. The main CPU 41 controls the system to a game-disabled state without executing any processing different from error handling until the number of game media managed by the gaming machine, which can be identified from the via-type number of media, falls below the maximum number of games that can be played. When the main CPU 41 controls the system to a game-disabled state, it stores control information (hereinafter referred to as the game-disabled state command) in the output buffer that identifies that the system was controlled to a game-disabled state because the number of game media managed by the gaming machine exceeded the maximum number of games that can be played. The control information stored in the output buffer on the main control board 40 is output to at least one of the sub-control board 50 and the game media count control board 60 by output processing executed as timer interrupt processing. The game-disabled state command is output to the sub-control board 50 of the sub-control board 50 and the game media count control board 60. When the game is in a disabled state, the main CPU 41 controls the payout display unit 35 to display "EE". After controlling the game to a disabled state, if the number of game media managed by the game machine falls below the maximum number of games, the main CPU 41 terminates the disabled state and ends the error processing.
[0062] After error handling is complete, the main CPU 41 determines whether the re-play function is not active (step S103). "Re-play function not active" means that the re-play function has not been granted. "Re-play function active" means that the re-play function has been granted. If the re-play function is not active (step S103; YES), the main CPU 41 executes a bet button acceptance process to set the bet amount for the current variable game (step S104).
[0063] In the bet button reception process, the main CPU 41 determines whether the 1-bet button 17 or the MAX-bet button 18 has been operated. If neither the 1-bet button 17 nor the MAX-bet button 18 has been operated, the main CPU 41 terminates the bet button reception process. If either the 1-bet button 17 or the MAX-bet button 18 has been operated, the main CPU 41 may increase the bet amount. Specifically, in the bet button reception process, when the main CPU 41 receives a detection signal from the 1-bet button 17, it may increase the bet amount by 1. When the bet amount has not reached the upper limit and the number of game media managed by the game machine is 1 or more, the main CPU 41 increases the bet amount by 1 when it receives a detection signal from the 1-bet button 17. The main CPU 41 can determine the number of game media managed by the game machine based on the via-type holding count command. In the bet button reception process, when the main CPU 41 receives a detection signal from the MAX-bet button 18, it may increase the bet amount to the upper limit. When the main CPU 41 receives a detection signal from the MAX bet button 18, if the number of bets has not reached the upper limit and the sum of the set number of bets and the number of game media managed by the game machine is equal to or greater than the upper limit, the main CPU 41 will increase the number of bets to the upper limit. However, even if the number of bets has not reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the MAX bet button 18, if the sum of the set number of bets and the number of game media managed by the game machine is less than the upper limit. Furthermore, when the number of bets has reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the 1 bet button 17 or the MAX bet button 18. Even if the number of bets has not reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the 1 bet button 17 or the MAX bet button 18, if the number of game media managed by the game machine is 0.
[0064] If the multiplier is increased during the bet button acceptance process, the main CPU 41 stores control information (hereinafter referred to as the multiplier command) that identifies that the multiplier has been set in the output buffer. The multiplier command is control information that identifies the multiplier that has been increased as a result of the operation of the 1-bet button 17 or the MAX-bet button 18. For example, if the multiplier increases by 1 when the 1-bet button 17 or the MAX-bet button 18 is operated, the multiplier command that identifies that the multiplier has increased by 1 is stored in the output buffer. For example, if the multiplier increases by 3 when the MAX-bet button 18 is operated, the multiplier command that identifies that the multiplier has increased by 3 is stored in the output buffer. If the multiplier is increased during the bet button acceptance process, the main CPU 41 stores the multiplier command in the output buffer and then terminates the bet button acceptance process. If the multiplier is not increased during the bet button acceptance process, the main CPU 41 does not store the multiplier command in the output buffer and terminates the bet button acceptance process. The multiplier command is output to both the sub-control board 50 and the game medium count control board 60.
[0065] After completing the bet button reception process, the main CPU 41 executes the settlement button reception process (step S105). In the settlement button reception process, the main CPU 41 determines whether or not the settlement button 19 has been operated. If the settlement button 19 has not been operated, the main CPU 41 terminates the settlement button reception process. If the settlement button 19 has been operated, the main CPU 41 may reduce the bet amount. In other words, if the settlement button 19 has been operated, the main CPU 41 may settle the bet amount. Specifically, if the main CPU 41 receives a detection signal from the settlement button 19 when the bet amount is 1 or greater, it sets the bet amount to 0 and reduces the bet amount. If the main CPU 41 receives a detection signal from the settlement button 19 when the bet amount is 0, it does not reduce the bet amount and terminates the settlement button reception process.
[0066] When the multiplier is reduced during the settlement button acceptance process, the main CPU 41 stores control information (hereinafter referred to as a settlement command) that can identify that the multiplier has been settled in the output buffer. Settling the multiplier means that the set multiplier is reduced. More specifically, settling the multiplier means that the set multiplier changes from 1 to 3 to 0. The settlement command is control information that can identify the number of times the multiplier has been reduced due to the operation of the settlement button 19. For example, if the settlement button 19 is operated when the multiplier is 3, the main CPU 41 stores a settlement command in the output buffer that can identify that the multiplier has decreased by 3. The settlement command is output to both the sub-control board 50 and the game medium count control board 60.
[0067] If the replay function is not inactive (step S103; NO), or if the settlement button acceptance process has finished, the main CPU 41 determines whether the set multiplier matches the predetermined multiplier (3 in this embodiment) that allows the variable game to start (step S106). If the replay function is not inactive (step S103; NO), the main CPU 41 sets the multiplier that was set when the previous variable game was started as the multiplier for the current variable game.
[0068] If the set multiplier does not match the specified multiplier (step S106; NO), the main CPU 41 proceeds to the process in step S102. In other words, in the process in step S106, the main CPU 41 determines whether or not the variable game is in a state where it can be started. On the other hand, if the set multiplier matches the specified multiplier (step S106; YES), the main CPU 41 determines whether or not a start operation by the start lever 20 has been accepted (step S107). In the process in step S107, the main CPU 41 makes a positive determination if a detection signal is input from the start lever 20. On the other hand, the main CPU 41 makes a negative determination if no detection signal is input from the start lever 20. If the start operation has not been accepted (step S107; NO), the main CPU 41 proceeds to the process in step S102. On the other hand, if the start operation has been accepted (step S107; YES), the main CPU 41 executes the game count subtraction process (step S108). When the main CPU 41 receives a start command, it stores control information that identifies the start of a variable game (hereinafter referred to as a variable game start command) in an output buffer. The variable game start command is output to the sub-control board 50 of the two game medium count control boards 60.
[0069] In the game count reduction process, the main CPU 41 performs the first game count reduction process, the second game count reduction process, and the third game count reduction process. In the game count reduction process, the main CPU 41 performs the first game count reduction process, and after completing the first game count reduction process, performs the second game count reduction process, and after completing the second game count reduction process, performs the third game count reduction process. Then, in the game count reduction process, after completing the third game count reduction process, the main CPU 41 returns to the game progress process.
[0070] In the first game count reduction process, the main CPU 41 refers to the value of the game state flag stored in the main RWM 43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the first game count reduction process. On the other hand, if it is the first advantageous state, the main CPU 41 updates the remaining number of pseudo-bonus stays stored in the main RWM 43 by subtracting 1. The remaining number of pseudo-bonus stays corresponds to the remaining number of variable games in which the first advantageous state can be maintained. After that, the main CPU 41 terminates the first game count reduction process.
[0071] In the second game count reduction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the second game count reduction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of stays stored in the main RWM 43 by subtracting 1. The remaining number of stays corresponds to the remaining number of variable games in which the player can stay in the second advantageous state. After that, the main CPU 41 terminates the second game count reduction process.
[0072] In the third game count reduction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the advantageous state. If it is neither the second normal state nor the advantageous state, the main CPU 41 terminates the third game count reduction process. On the other hand, if it is either the second normal state or the advantageous state, the main CPU 41 updates the advantageous upper limit stored in the main RWM 43 by subtracting 1. The advantageous upper limit is the value until the condition for ending the advantageous section is met, and the condition for ending the advantageous section is met when the advantageous upper limit reaches 0. After that, the main CPU 41 terminates the third game count reduction process.
[0073] After the game count reduction process is complete, the main CPU 41 performs a role lottery process to determine the winning numbers (step S109). In the role lottery process, the main CPU 41 obtains a random number value for the role lottery. Based on the obtained random number value, the main CPU 41 performs the role lottery by referring to the role lottery table. Specifically, the main CPU 41 determines the winning numbers to which the obtained random number value for the role lottery is assigned. If the random number value for the role lottery is not assigned to a winning number that allows for a winning combination of symbols for which a prize has been determined, the result of the role lottery is "miss". In this embodiment, the main CPU 41 performs the role lottery process, thereby realizing the function of a role lottery means that performs a role lottery.
[0074] In the role lottery process, the main CPU 41 stores information that can identify the result of the role lottery (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 stores control information that can identify the result of the role lottery (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 terminates the role lottery process and returns to the game progress process. The winning information command is output to the sub-control board 50 of the two game medium count control boards 60.
[0075] In the advantageous lottery process of step S110, the main CPU 41 performs the advantageous section transition lottery process, the first advantageous transition lottery process, the second advantageous transition lottery process, the ceiling determination process, and the bonus lottery process. In the advantageous lottery process, the main CPU 41 performs the advantageous section transition lottery process, and after completing the advantageous section transition lottery process, performs the first advantageous transition lottery process, and after completing the first advantageous transition lottery process, performs the second advantageous transition lottery process. Furthermore, in the advantageous lottery process, the main CPU 41 performs the ceiling determination process after completing the second advantageous transition lottery process, and after completing the ceiling determination process, performs the bonus lottery process. Then, in the advantageous lottery process, the main CPU 41 returns to the game progression process after completing the bonus lottery process.
[0076] In the advantageous section transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first normal state. If it is not the first normal state, the main CPU 41 terminates the advantageous section transition lottery process. On the other hand, if it is the first normal state, the main CPU 41 performs an advantageous section transition lottery based on the result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main control board 40 and, based on the obtained random number value, refers to a predetermined lottery table and performs an advantageous section transition lottery that can determine the transition to the advantageous section. The probability of determining a transition to the advantageous section in the advantageous section transition lottery differs depending on the result of the role lottery. If a transition to the advantageous section is not determined in the advantageous section transition lottery, the main CPU 41 terminates the advantageous section transition lottery process. On the other hand, if a transition to the advantageous section is determined in the advantageous section transition lottery, the main CPU 41 stores the advantageous section transition permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to a favorable performance state has been decided (hereinafter referred to as the favorable transition command) in the output buffer and terminates the favorable transition lottery process. The favorable transition command is output to the sub-control board 50 of the two game medium count control boards 60.
[0077] In the first advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If it is not the second normal state or the second advantageous state, the main CPU 41 terminates the first advantageous transition lottery process. On the other hand, if it is the second normal state or the second advantageous state, the main CPU 41 performs the first advantageous transition lottery based on the result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main control board 40 and, based on the obtained random number value, refers to a predetermined lottery table and performs a first advantageous transition lottery that can determine the transition to the first advantageous state. The probability of determining the transition to the first advantageous state in the first advantageous transition lottery differs depending on the result of the role lottery. The probability of determining the transition to the first advantageous state in the first advantageous transition lottery differs when it is the second normal state and when it is the second advantageous state. Specifically, the probability that a transition to the first advantageous state is determined in the first advantageous transition lottery when the system is in the second advantageous state is higher than the probability that a transition to the first advantageous state is determined in the first advantageous transition lottery when the system is in the second normal state. If a transition to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 terminates the first advantageous transition lottery process. On the other hand, if a transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores first advantageous allowance information in the main RWM 43 that identifies that a transition to the first advantageous state has been determined. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the first advantageous allowance command) that identifies that a transition to the first advantageous state has been determined in the output buffer and terminates the first advantageous transition lottery process. The first advantageous allowance command is output to the sub-control board 50 of the two game medium count control boards 60.
[0078] In the second advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if it is the first advantageous state, the main CPU 41 determines whether second advantageous allowance information that can identify that a transition to the second advantageous state has been decided is stored in the main RWM 43. If second advantageous allowance information is stored, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if second advantageous allowance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main control board 40, and then refers to a predetermined lottery table based on the obtained random number value to perform a second advantageous transition lottery that can determine a transition to the second advantageous state. The probability that a transition to the second advantageous state is decided in the second advantageous transition lottery differs depending on the result of the role lottery. If the transition to the second advantageous state is not determined in the second advantageous state transition lottery, the main CPU 41 terminates the second advantageous state transition lottery process. On the other hand, if the transition to the second advantageous state is determined in the second advantageous state transition lottery, the main CPU 41 stores the second advantageous state permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that the transition to the second advantageous state has been determined (hereinafter referred to as the second advantageous state permission command) in the output buffer and terminates the second advantageous state transition lottery process. The second advantageous state permission command is output to the sub-control board 50 of the two game medium count control boards 60.
[0079] In the ceiling determination process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state. If it is not the second normal state, the main CPU 41 terminates the ceiling determination process. On the other hand, if it is the second normal state, the main CPU 41 adds 1 to the normal execution count stored in the main RWM 43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled by the advantageous state. The main CPU 41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM 43. If the normal execution count has not reached the ceiling count, the main CPU 41 terminates the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU 41 stores the first advantageous allowance information in the main RWM 43. Furthermore, the main CPU 41 stores the first advantageous allowance command in the output buffer and terminates the ceiling determination process.
[0080] In the bonus lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the bonus lottery process. On the other hand, if it is the second advantageous state, the main CPU 41 performs a bonus lottery based on the results of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main control board 40, and refers to a predetermined lottery table based on the obtained random number value, and performs a bonus lottery to decide whether to add a bonus or not, according to the obtained random number value. In this embodiment, if it is decided to add a bonus, the number of times to add a bonus (so-called bonus count) is also determined. Here, "bonus" corresponds to increasing the remaining number of games in which the second advantageous state can be maintained, that is, extending the period in which the second advantageous state is maintained. "Bonus count" corresponds to the number of times the remaining number of games in which the second advantageous state can be maintained is increased, that is, the number of times added to the remaining number of games in which the second advantageous state can be maintained. However, if the remaining number of plays stored in the main RWM43 exceeds the upper limit of the advantage stored in the main RWM43, the main CPU41 will not perform the bonus lottery in the bonus lottery process and will terminate the bonus lottery process. If it decides to add bonuses in the bonus lottery, the main CPU41 will add the decided number of bonuses to the remaining number of plays and update the remaining number of plays. Furthermore, the main CPU41 will store control information that can identify the number of bonuses (hereinafter referred to as the bonus count command) in the output buffer and terminate the bonus lottery process. The bonus count command is output to the sub-control board 50 of the two game medium count control boards 60.
[0081] After completing the advantageous lottery process, the main CPU 41 performs the instruction information determination process (step S111). In the instruction information determination process, if the player is in an advantageous state and has won a winning number that allows for the winning of a bell role and a single-coin role in the role lottery, the main CPU 41 determines the instruction number corresponding to the operation sequence for winning the bell role. The main CPU 41 also stores control information that can identify the determined instruction information (hereinafter referred to as an instruction information command) in the output buffer and terminates the instruction information determination process. The instruction information command is output to the sub-control board 50 of the two game medium count control boards 60. The instruction information displayed in the payout display unit 35 includes instruction information corresponding to each operation sequence (press order) of the stop buttons. In the instruction information determination process, the main CPU 41 refers to the value of the game state flag to identify the current game state.
[0082] After completing the instruction information determination process, the main CPU 41 performs the instruction information display process (step S112). Specifically, if instruction information is determined during the instruction information determination process, the main CPU 41 controls the payout display unit 35 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 35 so that the instruction information is displayed until the variable game ends. If no instruction information is determined during the instruction information determination process, the main CPU 41 terminates the instruction information display process.
[0083] After completing the instruction information display processing, the main CPU 41 determines whether the wait time has elapsed (step S113). If the wait time has not elapsed (step S113; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S113; YES), the main CPU 41 controls each actuator of reels 16a to 16c so that the rotation of reels 16a to 16c begins (step S114). In the gaming machine 10, the variable game begins when the rotation of reels 16a to 16c begins in step S114. Incidentally, in the gaming machine 10, rotation control is performed in the interrupt processing to accelerate and maintain the rotation of reels 16a to 16c. When the rotation speed of reels 16a to 16c reaches a constant speed, the rotation speed of reels 16a to 16c is maintained at that constant speed. In step S114, the main CPU 41 starts the rotation of all reels 16a to 16c simultaneously or nearly simultaneously. For example, in step S114, the main CPU 41 may determine the order in which to start the rotation of reels 16a to 16c and start the rotation of reels 16a to 16c in the determined order. In this case, for example, the order in which to start the rotation of reels 16a to 16c may be configured to be determined from multiple possible orders, or it may be a single predetermined order.
[0084] Next, the main CPU 41 determines whether the rotation speed of reels 16a to 16c has reached a constant speed (step S115). If the rotation speed of reels 16a to 16c has not reached a constant speed (step S115; NO), the main CPU 41 waits until the rotation speed of reels 16a to 16c reaches a constant speed. If the rotation speed of reels 16a to 16c has reached a constant speed (step S115; YES), the main CPU 41 determines whether a stop operation has been received from any of the stop buttons 21 to 23 (step S116). In step S116, the main CPU 41 makes a positive determination if a detection signal has been input from any of the stop buttons 21 to 23, and a negative determination if no detection signal has been input from any of the stop buttons 21 to 23. If no stop operation has been received (step S116; NO), the main CPU 41 proceeds to the process in step S115. As a result, the main CPU 41 will wait until it receives a stop command while the rotation of reels 16a to 16c is at a constant speed.
[0085] On the other hand, if a stop operation is received (step S116; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S117). That is, the main CPU 41 controls the actuator in response to the stop operation and stops the symbols on the reel corresponding to the stop operation. More specifically, the main CPU 41 searches for symbols that can be stopped on the active line YL from among the symbols located within a predetermined pull-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation patterns (operation order and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the active line YL. By performing this reel stop control with respect to the stop operation of reels 16a to 16c, the main CPU 41 stops the combination of symbols on the active line YL according to the winning number and the operation pattern of the stop button. In step S117, when the main CPU 41 receives a detection signal from the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) that can identify the stop button that received the detection signal in the output buffer. The operation command is output to the sub-control board 50 of the two game medium count control boards 60.
[0086] Next, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S118). If some of the reels 16a to 16c have not stopped (step S118; NO), the main CPU 41 proceeds to the process in step S115. On the other hand, if all of the reels 16a to 16c have stopped (step S118; YES), the main CPU 41 performs a display symbol determination process to determine the combination of symbols stopped on the active line YL (step S119). In the display symbol determination process, the main CPU 41 determines whether a combination of symbols (winning combination) that has been awarded a prize has stopped on the active line YL, and if so, the type of that combination. If a combination of symbols that has been awarded a prize has stopped, that is, if a winning combination has been awarded, the main CPU 41 stores control information that can identify the winning combination (hereinafter referred to as a winning command) in the output buffer. The winning command is output to both the sub-control board 50 and the game medium number control board 60. In this embodiment, the winning command, which can identify that a payout has been won, is control information that can identify the winning combination and the number of game mediums awarded as a result of the win. In step S119, if a combination of symbols for which a re-game has been designated as a prize is stopped on the active line YL, the main CPU 41 sets the multiplier set in the current game as the multiplier again and activates the re-game. As a result, a re-game is awarded as a prize.
[0087] Next, the main CPU 41 determines whether to provide game media (step S120). In step S120, the main CPU 41 makes a positive determination if a payout combination has been won, and a negative determination if a payout combination has not been won. If game media is to be provided (step S120; YES), the main CPU 41 executes the game media provision process (step S121). In the game media provision process, the main CPU 41 stores control information that can specify the number of game media provided in conjunction with the winning combination (hereinafter referred to as the payout number command) in the output buffer. The payout number command is output to both the sub-control board 50 and the game media quantity control board 60. In the game media provision process, the main CPU 41 controls the payout display unit 35 so that the number of game media provided in conjunction with the winning combination is displayed. Incidentally, in the game machine 10, if a combination of symbols for which no prize is designated (for example, a losing combination) stops on the active line YL, no prize is awarded.
[0088] If no game medium is provided (step S120; NO), and if the game medium provision process is completed, the main CPU 41 performs an termination process to end one variable game (step S122). In the termination process, the main CPU 41 stores control information that can identify the end of the variable game (hereinafter referred to as the variable game termination command) in an output buffer. The variable game termination command is output to the sub-control board 50 of the two game medium count control boards 60. In this embodiment, the variable game termination command is control information that can identify whether or not a prize was won, and also the winning combination. In the termination process, the main CPU 41 performs the acquisition counting process, the game state transition process, and the performance state transition process.
[0089] First, let's explain the process for counting the number of acquisitions. In the acquisition counting process, when the main CPU 41 is in either the second normal state or the advantageous state, it may update the advantageous period acquisition information, which can identify the number of game tokens granted when in an advantageous period, based on the result of the display symbol determination process. The advantageous period acquisition information is stored in the main RWM 43. For example, the main CPU 41 updates the advantageous period acquisition information by reflecting the value obtained by subtracting the number of game tokens consumed (multiplier) when executing the variable game from the number of game tokens granted. For example, if a bell symbol is won in a variable game executed with a multiplier of "3", "12 (=15-3)" is added to the advantageous period acquisition information. If a single-coin symbol is won in a variable game executed with a multiplier of "3", "-2 (=1-3)" is added to the advantageous period acquisition information. In other words, "2" is subtracted from the game period acquisition information at this time. Incidentally, the main CPU 41 does not update the advantageous period acquisition information if a re-play symbol is won. Furthermore, if the updated advantageous period acquisition information falls below 0, the main CPU 41 sets the advantageous period acquisition information to "0" and updates the advantageous period acquisition information. The advantageous period acquisition information is updated to "0" and initialized when the system is controlled to the first normal state. Specifically, the advantageous period acquisition information is initialized when the first variable game is executed after the system is controlled to the first normal state.
[0090] In the acquisition counting process, when the main CPU 41 is in an advantageous state, it may update the first period acquisition information, which can identify the number of game tokens granted when the advantageous state is in effect, based on the result of the display symbol determination process. The first period acquisition information is stored in the main RWM 43. For example, similar to the advantageous period acquisition information, the main CPU 41 updates the first period acquisition information by reflecting the value obtained by subtracting the number of game tokens consumed (multiplier) when executing a variable game from the number of game tokens granted. If the updated first period acquisition information is less than 0, the main CPU 41 sets the first period acquisition information to "0" and updates the first period acquisition information. The first period acquisition information is updated to "0" and initialized when the system is controlled to the first normal state. Specifically, the first period acquisition information is initialized when the first variable game is executed after the system is controlled to the first normal state.
[0091] In the acquisition counting process, when the first advantageous state is reached, the main CPU 41 may update the second period acquisition information, which can identify the number of game tokens awarded when the first advantageous state is reached, based on the result of the display symbol determination process. The second period acquisition information is stored in the main RWM 43. For example, similar to the advantageous section acquisition information and the first period acquisition information, the main CPU 41 updates the second period acquisition information by reflecting in the second period acquisition information the value obtained by subtracting the number of game tokens consumed (multiplier) when executing a variable game from the number of game tokens awarded. If the updated second period acquisition information is less than 0, the main CPU 41 sets the second period acquisition information to "0" and updates the second period acquisition information. The second period acquisition information is updated to "0" and initialized when the system is controlled to the first normal state or the second advantageous state. Specifically, the second period acquisition information is initialized when the first variable game is executed after the system is controlled to the first normal state or the second advantageous state.
[0092] Next, we will explain the game state transition process. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 also refers to the game state flag to determine the current game state. Based on the result of the display symbol determination process (step S119), the main CPU 41 determines the winning combination. If the main CPU 41 updates the value of the game state flag, it stores control information (hereinafter referred to as a game state specification command) that indicates the game state that can be determined from the updated value in the output buffer. The game state specification command is output to the sub-control board 50 of the two game medium count control boards 60.
[0093] Specifically, during the game state transition process, the main CPU 41 sets a value that can identify the second normal state as the game state flag if the main RWM 43 has stored information allowing for an advantageous transition while the game is in the first normal state, that is, if a transition to the advantageous section has been decided. The main CPU 41 also determines the number of times to reach the ceiling and stores the determined number of times to reach the ceiling in the main RWM 43. For example, the main CPU 41 determines the number of times to reach the ceiling from among the numbers less than "1500 times", which corresponds to the upper limit of the number of times to stay, under the lottery probability according to the set value. Furthermore, the main CPU 41 erases the information allowing for an advantageous transition stored in the main RWM 43.
[0094] Furthermore, if the main CPU 41 is in the second normal state or second advantageous state and the first advantageous allowance information is stored in the main RWM 43, that is, if a transition to the first advantageous state is decided, the main CPU 41 sets a value that can identify the first advantageous state in the game state flag. The main CPU 41 also stores "30 times" as the remaining number of pseudo-bonus stays in the main RWM 43. In addition, the main CPU 41 erases the first advantageous allowance information stored in the main RWM 43.
[0095] Furthermore, when the main CPU 41 is in the first advantageous state, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0, that is, when the first advantageous state ends, if second advantageous state allowance information is stored, or if the remaining number of stays is 1 or more, the main CPU 41 sets a value that can identify the second advantageous state to the game state flag. Here, "when second advantageous state allowance information is stored" corresponds to when, after transitioning from the second normal state to the first advantageous state, it is determined by lottery that the transition to the second advantageous state will occur. Here, "when the remaining number of stays is 1 or more" corresponds to when transitioning from the second advantageous state to the first advantageous state. The main CPU 41 also adds "50" to the remaining number of stays stored in the main RWM 43 and updates the remaining number of stays. Therefore, when transitioning from the second advantageous state to the first advantageous state, and then the first advantageous state ends and transitioning back to the second advantageous state, "50" will be added. Furthermore, if second advantageous allowance information is stored, the main CPU 41 erases the second advantageous allowance information stored in the main RWM 43. On the other hand, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 while the player is in the first advantageous state, and if second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the main CPU 41 sets a value that can identify the first normal state to the game state flag. Thus, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 while the player is in the first advantageous state, the transition condition is met if second advantageous allowance information is stored or if the remaining number of stays is 1 or more. On the other hand, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 while the player is in the first advantageous state, and second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the transition condition is not met.
[0096] Furthermore, when the main CPU 41 is in the second advantageous state and the remaining number of stays stored in the main RWM 43 reaches 0, it sets a value that can identify the first normal state to the game state flag. In addition, when the main CPU 41 is in the second normal state or advantageous state and the advantage upper limit stored in the main RWM 43 reaches 0, that is, when the condition for ending the advantageous section is met, it sets a value that can identify the first normal state to the game state flag. Similarly, when the main CPU 41 is in the second normal state or advantageous state and the advantage section acquisition information stored in the main RWM 43 reaches 2400, that is, when the condition for ending the advantageous section is met, it sets a value that can identify the first normal state to the game state flag. When the condition for ending the advantageous section is met, and any of the advantage transition allowance information, first advantage allowance information, and second advantage allowance information is stored in the main RWM 43, the main CPU 41 erases that information. When the value of the game state flag is updated, the main CPU 41 stores control information that can identify the current game state (hereinafter referred to as a game state command) in the output buffer. The game state command is output to the sub-control board 50 of the two game medium count control boards 60. In this embodiment, the main CPU 41 performs game state transition processing, thereby realizing the function of a game state control means that controls the game state.
[0097] Next, we will explain the process of transitioning between performance states. In the performance state transition process, the main CPU 41 updates the value of the performance state flag and transitions the performance state. The main CPU 41 refers to the performance state flag to identify the current performance state. In the performance state transition process, if the game state flag has a value that can identify the first normal state or the second normal state, the main CPU 41 sets the performance state flag to a value that can identify the normal performance state. Also, if the game state flag has a value that can identify the first advantageous state, the main CPU 41 sets the performance state flag to a value that can identify the pseudo-bonus performance state. If the game state flag has a value that can identify the second advantageous state, the main CPU 41 sets the performance state flag to a value that can identify the advantageous performance state. When the value of the performance state flag is updated, the main CPU 41 stores control information that can identify the current performance state (hereinafter referred to as the performance state command) in the output buffer. The performance state command is output to the sub-control board 50 of the two game medium count control boards 60. Thus, in this embodiment, the main CPU 41 performs a performance state transition process, thereby realizing its function as a performance state control means for controlling the performance state.
[0098] Furthermore, once the termination process is completed in the game progression process, the main CPU 41 terminates the game progression process related to the execution of one variable game and proceeds back to the process in step S101. As described above, in the gaming machine 10, the rotation of all reels begins when a start operation is performed, and the rotation of the reels stops when a stop operation is performed. The game progression process corresponds to the control related to the execution of the variable game and corresponds to the control related to the progress of the game.
[0099] Next, we will explain the processing performed by the CPU61. When a multiplier command is input to the media count CPU 61, it updates the information that identifies the number of gaming media managed by the gaming machine stored in the media count RWM 63 (hereinafter referred to as the gaming machine managed media count information) based on the input multiplier command. Specifically, when a multiplier command is input, the media count CPU 61 subtracts the number of gaming media managed by the gaming machine managed media that can be identified from the gaming machine managed media count information by the multiplier that can be identified from the input multiplier command, and updates the gaming machine managed media count information. For example, if a multiplier command is input that identifies an increase of 1 in the multiplier, the media count CPU 61 subtracts 1 from the number of gaming media managed by the gaming machine managed media that can be identified from the gaming machine managed media count information. In this way, the media count CPU 61 reduces the number of gaming media managed by the gaming machine according to the multiplier command. The gaming machine 10 is configured to reduce the number of gaming media held by the player in accordance with the setting of the multiplier.
[0100] When a settlement command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered settlement command. Specifically, when a settlement command is entered, the media count CPU 61 identifies the number of bets that have decreased due to the operation of the settlement button 19, adds that number to the gaming machine management game media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, if a settlement command is entered that identifies the number of bets that have decreased due to the operation of the settlement button 19 as 3, the media count CPU 61 adds 3 to the gaming machine management game media count that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 increases the gaming machine management game media count in accordance with the settlement command. The gaming machine 10 is configured to increase the number of game media held by the player in conjunction with the settlement of bets.
[0101] When a payout command is input to the media count CPU 61, it updates the gaming machine management media count information based on the input payout command. Specifically, when a payout command is input, the media count CPU 61 identifies the number of gaming media awarded upon winning a prize based on the input payout command, adds that number to the gaming machine management gaming media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, if the media count CPU 61 inputs a payout command that identifies the number of gaming media awarded upon winning a prize as 15, it adds 15 to the gaming machine management gaming media count that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 increases the gaming machine management gaming media count according to the payout command. The gaming machine 10 is configured to increase the number of gaming media held by the player upon winning a prize.
[0102] When a lending command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered lending command. Specifically, when a lending command is entered, the media count CPU 61 adds a number corresponding to a predetermined amount to the gaming machine management gaming media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, when a lending command is entered, the media count CPU 61 adds 50 to the gaming machine management gaming media count that can be identified from the gaming machine management media count information. The gaming machine 10 is configured to increase the number of gaming media held by the player as gaming media are lent out.
[0103] When the media count CPU 61 receives a detection signal from the counting button 28, it may update the gaming machine management media count information according to the operation mode of the counting button 28. There are two operation modes for the counting button 28: a first operation mode in which the time the counting button 28 is operated is less than a predetermined time (for example, 500ms), and a second operation mode in which the time the counting button 28 is operated is the predetermined time or longer. The first operation mode corresponds to a short press of the counting button 28. The second operation mode corresponds to a long press of the counting button 28. Based on the detection signal from the counting button 28, the media count CPU 61 identifies whether the counting button 28 is a short press or a long press. If the counting button 28 is operated for the predetermined time or longer, each time the operation mode of the counting button 28 is identified, the media count CPU 61 identifies whether the counting button 28 is a long press based on the detection signal from the counting button 28.
[0104] When the media count CPU 61 identifies a short press operation of the counting button 28, if the number of game media managed by the game machine that can be identified from the game machine management media count information is 1 or more, it subtracts 1 from the number of game media managed by the game machine and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that identifies the transfer of management of one game media owned by the player from the game machine 10 to the management unit 100. The control information stored in the output buffer of the game media count control board 60 is output to at least one of the main control board 40 and the management unit 100 by output processing executed as a timer interrupt process. The counting command is output to the management unit 100 of the main control board 40 and the management unit 100. When the media count CPU 61 identifies a short press operation of the counting button 28, if the number of game media managed by the game machine that can be identified from the game machine management media count information is 0, it does not update the game machine management media count information.
[0105] When the media count CPU 61 detects a long press operation of the counting button 28, if the number of game media managed by the game machine that can be identified from the game machine management media count information is 50 or more, it subtracts 50 from the number of game media managed by the game machine and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that can be identified as transferring the management of 50 game media owned by the player from the game machine 10 to the management unit 100. Furthermore, when the media count CPU 61 detects a long press operation of the counting button 28, even if the number of game media managed by the game machine that can be identified from the game machine management media count information is less than 50 but is 1 or more, it subtracts the number of game media managed by the game machine to 0 and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that can be identified as transferring the management of the remaining game media owned by the player from the game machine 10 to the management unit 100. Furthermore, when the media count CPU 61 detects a long press operation of the counting button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming machine management media count information is 0, it does not update the gaming machine management media count information. In this way, the media count CPU 61 performs the process of managing the number of gaming media held by the player by executing the process related to updating the gaming machine management media count information.
[0106] When the media count CPU 61 updates the gaming machine management media count information, it stores control information (hereinafter referred to as the "possession count command") that can identify the number of gaming machines managed by the gaming machine, which can be identified from the updated gaming machine management media count information, in the output buffer. The possession count command is output to the management unit 100 of the main control board 40 and the management unit 100. In this embodiment, the possession count command corresponds to the possession count control signal related to the number of gaming machines owned by the player. Thus, the control information (control signals) output from the gaming media count control board 60, which is the second control board, includes a possession count command that corresponds to the possession control signal related to the number of gaming machines owned by the player. There are two types of possession count commands: indirect possession count commands and direct possession count commands.
[0107] As shown in Figure 6, the via-type holding count command is output from the game medium count control board 60 and then input by the input processing performed by the main CPU 41 of the main control board 40. Subsequently, the via-type holding count command is output from the main control board 40 to the sub-control board 50 by output processing performed by the main CPU 41. In this way, the via-type holding count command is input by the input processing performed by the main CPU 41. In this embodiment, the via-type holding count command corresponds to a non-specific control signal input by the input processing performed by the first control unit.
[0108] In contrast, the direct-type holding count command, after being output from the game medium count control board 60, is not input by the input processing performed by the main CPU 41 of the main control board 40, but is output to the sub-control board 50. Thus, the direct-type holding count command is output to the sub-control board 50 without being input by the input processing performed by the main CPU 41. In this embodiment, the direct-type holding count command has a specific control signal that is output to the third control board without being input by the input processing performed by the first control unit. Incidentally, the wire through which the direct-type holding count command passes is wired on the main control board 40. Therefore, the direct-type holding count command can pass on the main control board 40, just like the indirect-type holding count command.
[0109] As described above, in the gaming machine 10, the number of possession commands include direct-type number of possession commands that are output to the sub-control board 50 without being input by the input processing performed by the main CPU 41, and intermediary-type number of possession commands that are input by the input processing performed by the main CPU 41. That is, the possession control signals include specific control signals that are output to the third control board without being input by the input processing performed by the first control unit, and non-specific control signals that are input by the input processing performed by the first control unit. As mentioned above, in the gaming machine 10, the main CPU 41 can control the machine to a game-disabled state, which is a state in which the game cannot proceed, in response to the input of an intermediary-type number of possession command. In other words, in this embodiment, the first control unit can control the machine to a game-disabled state, in which the game cannot proceed, in response to the input of a non-specific control signal.
[0110] A transit-type inventory count command contains information that identifies the direct-type inventory count command stored in the output buffer along with it. Similarly, a direct-type inventory count command contains information that identifies the transit-type inventory count command stored in the output buffer along with it. Thus, both transit-type and direct-type inventory count commands contain information that identifies their corresponding other command.
[0111] Furthermore, when the media count CPU 61 stores intermediary-type and direct-type media count commands in the output buffer, it stores intermediary-type and direct-type media count commands in the output buffer that can identify the event that triggered the output of the intermediary-type and direct-type media count commands. For example, when the media count CPU 61 decreases the number of game media managed by the game machine in response to a multiplier command, it stores intermediary-type and direct-type media count commands in the output buffer that can identify that the number of game media managed by the game machine decreased in accordance with the setting of the multiplier. For example, when the media count CPU 61 increases the number of game media managed by the game machine in response to a settlement command, it stores intermediary-type and direct-type media count commands in the output buffer that can identify that the number of game media managed by the game machine increased in accordance with the settlement of the multiplier. For example, if the media count CPU 61 increases the number of game media managed by the game machine in response to a payout command, it stores in the output buffer an intermediary-type holding command and a direct-type holding command that can identify that the number of game media managed by the game machine has increased due to a win. For example, if the media count CPU 61 increases the number of game media managed by the game machine in response to a lending command, it stores in the output buffer an intermediary-type holding command and a direct-type holding command that can identify that the number of game media managed by the game machine has increased due to the lending of game media. For example, if the media count CPU 61 decreases the number of game media managed by the game machine in response to an operation of the counting button 28, it stores in the output buffer an intermediary-type holding command and a direct-type holding command that can identify that the number of game media managed by the game machine has decreased due to the transfer of management of the game media.
[0112] The media count CPU 61 controls the display content of the gaming machine management gaming media count display unit 27. Specifically, the media count CPU 61 controls the display content of the gaming machine management gaming media count display unit 27 so that it displays the number of gaming media that can be identified from the gaming machine management media count information. Therefore, when the gaming machine management media count information is updated, the display content of the gaming machine management gaming media count display unit 27 is also updated. In this way, the gaming machine management gaming media count display unit 27 is controllable by the media count CPU 61 as the second control unit. The gaming machine management gaming media count display unit 27 can display the number of gaming media that can be identified from the gaming machine management media count information, and can display information regarding the number of gaming media held by the player. In this embodiment, the gaming machine management gaming media count display unit 27 corresponds to a non-specific display unit.
[0113] Next, we will explain the processing performed by the secondary CPU 51. When a game state command is input, the sub-CPU 51 updates the game state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game state information to indicate a game state that can be identified from the game state command. Also, when a performance state command is input, the sub-CPU 51 updates the performance state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the performance state information to indicate a performance state that can be identified from the performance state command.
[0114] When a multiplier command is entered, the sub-CPU 51 controls the game to a performance state that can be determined from the performance state information. Incidentally, after a re-play win occurs, when a variable game start command is entered, the sub-CPU 51 controls the game to a performance state that can be determined from the performance state information. Specifically, if the type of performance state that can be determined from the performance state information changes, the sub-CPU 51 controls the game to the changed performance state. On the other hand, if the type of performance state that can be determined from the performance state information has not changed, the sub-CPU 51 continues to control the game to the currently controlled performance state.
[0115] When an instruction information command is input, the sub-CPU 51 performs a push-button navigation performance processing that executes a navigation performance that suggests or notifies the order in which to press the buttons. The sub-CPU 51 performs the push-button navigation performance processing based on the winning number that can be identified from the winning information command and the instruction information that can be identified from the instruction information command. In the push-button navigation performance processing, the sub-CPU 51 controls the performance display device 15 so that a navigation performance based on the instruction information that can be identified from the instruction information command is executed. For example, when executing a navigation performance that suggests or notifies the fourth button press order, the sub-CPU 51 may execute a navigation performance in which a navigation image containing "3", a navigation image containing "1", and a navigation image containing "2" are displayed from left to right in the area above the stop buttons 21 to 23 on the performance display device 15. The sub-CPU 51 controls the performance display device 15 so that the navigation performance is executed until the rotation of all reels 16a to 16c stops.
[0116] Incidentally, when the sub-CPU 51 is executing a navigation animation based on instruction information that can be identified from the instruction information command, if the stop buttons are operated in a different order than the order suggested or announced in the navigation animation, the sub-CPU 51 terminates the navigation animation and stops its execution. For this reason, in the gaming machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, if a stop button other than stop button 22, such as 21 or 23, is operated on the first attempt, the navigation animation will terminate. Similarly, in the gaming machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, even if stop button 22 is operated on the first attempt, if stop button 21 is operated on the second attempt, the navigation animation will terminate. In addition, in the gaming machine 10, even if the execution of the navigation animation on the animation display device 15 is stopped, the display of instruction information on the payout display unit 35 will continue.
[0117] If a command for the number of additional spins is entered, the sub-CPU 51 performs the additional spin animation process. On the other hand, if no command for the number of additional spins is entered, the sub-CPU 51 does not perform the additional spin animation process. In the additional spin animation process, the sub-CPU 51 identifies the number of additional spins from the entered command and controls the animation display device 15 so that an additional spin animation that notifies the number of additional spins is executed.
[0118] When a winning command is input, the sub-CPU 51 may execute a performance corresponding to the winning role that can be identified from the winning command. For example, if a winning command is input that identifies that a bell role has been won, the sub-CPU 51 controls the decorative lamp 13 to light up yellow and controls the performance display device 15 to display an image resembling a bell. For example, if a winning command is input that identifies that a re-play role has been won, the sub-CPU 51 controls the decorative lamp 13 to light up blue and controls the performance display device 15 to display an image that identifies that a re-play role has been won.
[0119] When the sub-CPU 51 receives a command indicating a disabled state, it controls at least one of the decorative lamps 13, speaker 14, and performance display device 15 to execute a performance (hereinafter referred to as the disabled performance) that suggests or notifies that the game has been controlled to a disabled state because the number of game media managed by the game machine has exceeded the maximum number of games played. The disabled performance corresponds to a performance that suggests or notifies that an overflow error has occurred. For example, the disabled performance may consist of a display performance that displays an image on the performance display device 15 that suggests or notifies that the game has been controlled to a disabled state because the number of game media managed by the game machine has exceeded the maximum number of games played, or it may consist of a performance that includes such a display performance. For example, the disabled performance may consist of a sound performance that outputs an audio from the speaker 14 that suggests or notifies that the game has been controlled to a disabled state because the number of game media managed by the game machine has exceeded the maximum number of games played, or it may consist of a performance that includes such an audio performance. When the overflow error is resolved, the sub-CPU 51 controls the system to terminate the disabled performance. For example, the sub-CPU 51 controls the game to terminate the "failure" animation if the number of game media managed by the game machine, which can be identified from the direct-type number of held commands, falls below the maximum number of games.
[0120] In the gaming machine 10, the display device 15 may execute a display animation that shows the number of gaming media managed by the gaming machine. In other words, the display animations that the display device 15 can execute include a display animation that shows the number of gaming media managed by the gaming machine. In this embodiment, the display animation that shows the number of gaming media owned by the player corresponds to a first display animation that shows the number of gaming media owned by the player.
[0121] As shown in Figure 7(a), in the gaming machine 10, the number of owned images HM are displayed on the performance display device 15, and the number of owned performance is executed. The number of owned images HM, in principle, contains information that can identify the number of gaming media managed by the gaming machine. For example, the number of owned images HM shown in Figure 7(a), which contains the text information "1012," corresponds to a number of owned images HM that contains information that can identify the number of gaming media managed by the gaming machine as "1012." When the number of owned images HM shown in Figure 7(a) is displayed on the performance display device 15, it is possible to identify the number of gaming media managed by the gaming machine as "1012." As shown in Figure 7(b), for example, if the number of gaming media managed by the gaming machine becomes "1009," the performance display device 15 displays a number of owned images HM containing the text information "1009," and the number of owned display performance is executed. The performance display device 15 displays the number of gaming media owned by the player by displaying the number of owned images HM. In this embodiment, the performance display device 15 corresponds to a specific display unit.
[0122] As shown in Figure 7(a), the number of possessed images HM are displayed in the upper left of the display area of the performance display device 15 where images can be displayed. Incidentally, in the gaming machine 10, the gaming machine management game medium count display unit 27 is located in the lower right of the performance display device 15. Therefore, the upper left display area of the performance display device 15 is located in the opposite direction from the center CP of the performance display device 15's display area in the left-right direction to the gaming machine management game medium count display unit 27. In other words, the number of possessed images HM are displayed in the display area of the performance display device 15, in the opposite direction from the gaming machine management game medium count display unit 27 in the left-right direction, with respect to the center CP of the performance display device 15's display area. Furthermore, the upper left display area of the performance display device 15 is located in the opposite direction from the center CP of the performance display device 15's display area in the up-down direction to the gaming machine management game medium count display unit 27. In other words, the number of images HM is displayed in the display area of the performance display device 15, with respect to the center CP of the display area of the performance display device 15, and in the opposite direction vertically from the display area of the game machine management game medium count display unit 27. In this embodiment, the shape of the display area of the performance display device 15 is a rectangle. And in this embodiment, the "center CP of the display area of the performance display device 15" is defined as the intersection of the two diagonals of the display area of the performance display device 15.
[0123] As shown in Figure 8, for example, the performance display device 15 is mounted so that its display surface 15a is tilted backward by an angle X1 when viewed from the player. For example, the game machine management game medium count display unit 27 is mounted so that its display surface 27a is tilted backward by an angle X2 when viewed from the player. In this case, in the game machine 10, angle X1 is different from angle X2. Specifically, angle X1 in the game machine 10 is smaller than angle X2. As a result, when the game machine 10 is viewed from the side, the orientation MY1 of the display surface 15a of the performance display device 15 is different from the orientation MY2 of the display surface 27a of the game machine management game medium count display unit 27. Thus, in the game machine 10, the orientation MY1 of the display surface 15a of the performance display device 15 relative to the player is different from the orientation MY2 of the display surface 27a of the game machine management game medium count display unit 27 relative to the player. In other words, in the gaming machine 10, the orientation MY2 of the display surface 27a of the gaming machine management game medium count display unit 27 relative to the player is different from the orientation MY1 of the display surface 15a of the performance display device 15 relative to the player. That is, in this embodiment, the orientation of the display surface of the specific display unit relative to the player is different from the orientation of the display surface of the non-specific display unit relative to the player. Furthermore, in the gaming machine 10, the vertical orientation of the display surface 15a of the performance display device 15 is different from the vertical orientation of the display surface 27a of the gaming machine management game medium count display unit 27. On the other hand, in the gaming machine 10, the horizontal orientation of the display surface 15a of the performance display device 15 is the same as the vertical orientation of the display surface 27a of the gaming machine management game medium count display unit 27.
[0124] In the gaming machine 10, the performance display device 15 may execute a performance that displays the set multiplier, allowing the user to identify the multiplier. In other words, the performance display device 15 can execute performances that display the multiplier, including performances that allow the user to identify the multiplier.
[0125] As shown in Figure 7(a), in the gaming machine 10, the multiplier display image BP is displayed on the performance display device 15, and the multiplier display performance is executed. The multiplier display image BP consists of a first multiplier display image BP1, a second multiplier display image BP2, and a third multiplier display image BP3. The first multiplier display image BP1 to the third multiplier display image BP3 can each be displayed in either a white display mode or a yellow display mode. For example, when the first multiplier display image BP1 is displayed in a white display mode, the first multiplier display image BP1 with a white base is displayed on the performance display device 15. Here, the first multiplier display image BP1 is used as an example, but the same applies when the second multiplier display image BP2 and the third multiplier display image BP3 are displayed in a white display mode. For example, when the first multiplier display image BP1 is displayed in a yellow display mode, the first multiplier display image BP1 with a yellow base is displayed on the performance display device 15. Here, the first multiplier display image BP1 is used as an example, but the same applies when the second multiplier display image BP2 and the third multiplier display image BP3 are displayed in yellow.
[0126] As shown in Figure 7(a), in the gaming machine 10, when the multiplier is 0, all of the first multiplier display images BP1 to the third multiplier display images BP3 are displayed in white on the display device 15. On the other hand, as shown in Figure 7(b), in the gaming machine 10, when the multiplier is 3, all of the first multiplier display images BP1 to the third multiplier display images BP3 are displayed in yellow on the display device 15. Although not shown, in the gaming machine 10, when the multiplier is 1, the first multiplier display image BP1 is displayed in yellow on the display device 15, and the second multiplier display image BP2 and the third multiplier display image BP3 are displayed in white on the display device 15. Also, although not shown, in the gaming machine 10, when the multiplier is 2, the first multiplier display image BP1 and the second multiplier display image BP2 are displayed in yellow on the display device 15, and the third multiplier display image BP3 is displayed in white on the display device 15. In the gaming machine 10, if some or all of the first multiplier display images BP1 to the third multiplier display images BP3 switch from a white display mode to a yellow display mode, it can be determined that the multiplier has increased, that is, that the number of gaming media managed by the gaming machine has decreased. The multiplier display effect can be said to be a display effect that can determine that the multiplier has increased, that is, a display effect that can determine that the number of gaming media managed by the gaming machine has decreased.
[0127] Incidentally, in the gaming machine 10, when some or all of the first multiplier display images BP1 to the third multiplier display images BP3 are displayed in yellow, if the settlement button 19 is operated, the multiplier becomes 0, and all of the first multiplier display images BP1 to the third multiplier display images BP3 are displayed in white. In the gaming machine 10, when some or all of the first multiplier display images BP1 to the third multiplier display images BP3 switch from yellow to white, it can be determined that the multiplier has become 0, that is, that the multiplier has been refunded to the gaming machine's managed gaming media. The multiplier display effect may function as a display effect that can be used to determine that the multiplier has been refunded.
[0128] In the gaming machine 10, the display device 15 executes a medal insertion animation that can identify the decrease in the number of gaming media managed by the gaming machine due to the setting of a multiplier. In other words, the display animations that the display device 15 can execute include a medal insertion animation that can identify the decrease in the number of gaming media managed by the gaming machine. In this embodiment, the medal insertion animation corresponds to a second display animation that can identify the decrease in the number of gaming media held by the player.
[0129] As shown in Figure 9(a), when the bet increases by 1, the game machine 10 executes a medal insertion animation in which one medal image MD, which resembles a game medal, is displayed on the performance display device 15. At this time, the single medal image MD is displayed on the performance display device 15 so as to move from the number of medals held image HM towards the bet display image BP. Similarly, as shown in Figure 9(b), when the bet increases by 2, the game machine 10 executes a medal insertion animation in which two medal image MDs are displayed on the performance display device 15. At this time, the two medal image MDs are displayed on the performance display device 15 so as to move from the number of medals held image HM towards the bet display image BP. Likewise, as shown in Figure 9(c), when the bet increases by 2, the game machine 10 executes a medal insertion animation in which three medal image MDs are displayed on the performance display device 15. At this time, the three medal image MDs are displayed on the performance display device 15 so as to move from the number of medals held image HM towards the bet display image BP.
[0130] Incidentally, the medal insertion animation is initiated when the number of game media managed by the game machine, as shown in the number of held images HM, decreases due to the setting of the multiplier. For example, as shown in Figure 9(a), if the number of game media managed by the game machine, as shown in the number of held images HM, is "1012" before the multiplier is set, then when the multiplier increases by 1, the number of game media managed by the game machine, as shown in the number of held images HM, becomes "1011", and the medal insertion animation, which displays one medal image MD, is initiated. For example, as shown in Figure 9(b), if the number of game media managed by the game machine, as shown in the number of held images HM, is "1012" before the multiplier is set, then when the multiplier increases by 2, the number of game media managed by the game machine, as shown in the number of held images HM, becomes "1010", and the medal insertion animation, which displays two medal images MD, is initiated. Similarly, as shown in Figure 9(c), if the number of game media managed by the game machine, as indicated in the number of owned images HM, is "1012" before the multiplier is set, then when the multiplier increases by 3, the number of game media managed by the game machine, as indicated in the number of owned images HM, becomes "1009", and the execution of the medal insertion animation, in which three medal images MD are displayed, begins.
[0131] As described above, the medal insertion animation can be performed in conjunction with setting the bet amount and consuming game media when playing the game. In other words, the medal insertion animation as a second display animation can be performed in conjunction with consuming game media. Furthermore, in the game machine 10, the decrease in the number of game media managed by the game machine can be identified by the display of the medal image MD moving from the number of held image HM to the bet display image BP during the medal insertion animation. Moreover, in the game machine 10, the number of game media that will decrease from the number of game media managed by the game machine can be identified by the number of medal image MDs displayed during the medal insertion animation.
[0132] Although not shown in the diagram, if a medal insertion animation is performed, after the animation ends, the first multiplier display image BP1 to the third multiplier display image BP3 will be displayed in a display format corresponding to the multiplier. Here, "after the medal insertion animation ends" means after the medal image MD displayed during the medal insertion animation has finished moving to the multiplier display image BP.
[0133] In the gaming machine 10, the display device 15 executes a prize acquisition animation that can identify the increase in the number of gaming media managed by the gaming machine that occurs when a prize is won. In other words, the display animations that the display device 15 can execute include a prize acquisition animation that can identify the increase in the number of gaming media managed by the gaming machine. In this embodiment, the prize acquisition animation corresponds to a special display animation that can identify the increase in the number of gaming media held by the player.
[0134] The display method for the prize-winning animation differs depending on the winning combination. In other words, in the gaming machine 10, the display method for the prize-winning animation differs depending on the event that triggered the increase in the number of gaming media managed by the gaming machine. Specifically, in this embodiment, the display method for the prize-winning animation as a special display animation differs depending on the event that triggered the increase in the number of gaming media held by the player. Incidentally, in the gaming machine 10, when a winning combination other than a single-coin combination (i.e., cherry, watermelon, or bell) is won, the prize-winning animation is executed on the animation display device 15 in conjunction with that win. On the other hand, in the gaming machine 10, when a winning combination is a single-coin combination, the prize-winning animation is not executed on the animation display device 15 in conjunction with that win.
[0135] As shown in Figure 10(a), in the gaming machine 10, when a bell symbol is won, a winning image GN that identifies that a payout symbol has been won is displayed on the performance display device 15, and a winning animation is executed. When a bell symbol is won, a winning animation is executed in which a winning image GN resembling a bell is displayed. The winning image GN displayed when a bell symbol is won contains the text information "+15" which identifies that 15 game tokens have been won as a result of winning the bell symbol. Similarly, as shown in Figure 10(b), in the gaming machine 10, when a watermelon symbol is won, a winning image GN that identifies that a payout symbol has been won is displayed on the performance display device 15, and a winning animation is executed. When a watermelon symbol is won, a winning animation is executed in which a winning image GN resembling a watermelon is displayed. The winning image GN displayed when a watermelon symbol is won contains the text information "+5" which identifies that 5 game tokens have been won as a result of winning the watermelon symbol. Although not shown in the diagram, in the gaming machine 10, when a cherry symbol is won, a winning image GN is displayed that identifies that a payout symbol has been won, and a winning animation is performed. When a cherry symbol is won, a winning animation is performed in which a winning image GN resembling a cherry is displayed. The winning image GN displayed when a cherry symbol is won contains the text information "+3" which identifies that 3 game tokens have been acquired as a result of winning the cherry symbol. In addition, in the gaming machine 10, after the winning image GN is displayed at a predetermined position on the animation display device 15 during the winning animation, the winning image GN is displayed so that it moves toward the number of tokens held image HM. As described above, in the gaming machine 10, the winning image GN displayed in the winning animation differs depending on the payout symbol won, so the display manner of the winning animation differs depending on the event that triggered the increase in the number of game tokens managed by the gaming machine.
[0136] Although not shown in the diagram, if a prize-winning animation is performed, the number of game media managed by the game machine, as indicated in the number of owned images HM, will increase at the time after the completion of the prize-winning animation. Here, "after the completion of the prize-winning animation" means after the prize image GN displayed in the prize-winning animation has finished moving to the number of owned images HM.
[0137] In the gaming machine 10, the performance display device 15 executes a transfer performance that identifies the transfer of management of gaming media from the gaming machine 10 to the management unit 100. The transfer performance is a display performance that identifies the transfer of gaming media held by the player from the gaming machine 10 to the management unit 100, and corresponds to a display performance that identifies the transfer of the number of gaming media held by the player to outside the machine. In other words, the display performances that the performance display device 15 can execute include a transfer performance that identifies the transfer of the number of gaming media managed by the gaming machine to outside the machine. In this embodiment, the transfer performance corresponds to a specific display performance that identifies the transfer of the number of gaming media held by the player to outside the gaming machine.
[0138] There are two types of transfer animations: a first transfer animation and a second transfer animation. The first transfer animation can be executed when the management of one game medium is transferred from the gaming machine 10 to the management unit 100. In other words, the first transfer animation can be executed when one game medium owned by a player is transferred outside the gaming machine. The second transfer animation can be executed when the management of more than one game medium is transferred from the gaming machine 10 to the management unit 100. In other words, the second transfer animation can be executed when two or more game mediums owned by a player are transferred outside the gaming machine. In the gaming machine 10, the first transfer animation is executed when the counting button 28 is short-pressed and the management of one game medium is transferred from the gaming machine 10 to the management unit 100. In the gaming machine 10, the second transfer animation is executed when the counting button 28 is long-pressed and the management of two or more game mediums is transferred from the gaming machine 10 to the management unit 100. Incidentally, in the gaming machine 10, when the counting button 28 is pressed and held, and the management of 1 gaming medium is transferred from the gaming machine 10 to the management unit 100, the first transfer animation is executed.
[0139] As shown in Figure 11(a), in the gaming machine 10, the first transfer image TG1 is displayed on the performance display device 15, and the first transfer performance is executed. At this time, the first transfer image TG1 is displayed superimposed on the number of held image HM in the performance display device 15. This makes it easier to recognize that the first transfer performance is a performance related to the number of gaming media managed by the gaming machine. Also, as shown in Figure 11(b), in the gaming machine 10, the second transfer image TG2 is displayed on the performance display device 15, and the second transfer performance is executed. At this time, the second transfer image TG2 is displayed superimposed on the number of held image HM in the performance display device 15. This makes it easier to recognize that the second transfer performance is a performance related to the number of gaming media managed by the gaming machine. In this embodiment, the second transfer image TG2 is larger than the first transfer image TG1. In other words, the performance area in which the second transfer performance is executed is larger than the performance area in which the first transfer performance is executed. This makes it easier to recognize that when the second transfer animation is performed, a larger number of game media are being transferred outside the game machine compared to when the first transfer animation is performed.
[0140] Incidentally, the transfer animation is initiated when the number of game media managed by the game machine decreases as they are transferred outside the game machine, as indicated in the number of owned game media HM. For example, let's say the number of game media managed by the game machine, as indicated in the number of owned game media HM, is "1012" before they are transferred outside the game machine. Then, for example, as shown in Figure 11(a), when 1 game media is transferred outside the game machine, the number of game media managed by the game machine, as indicated in the number of owned game media HM, becomes "1011", and the first transfer image TG1 is displayed, initiating the execution of the first transfer animation. On the other hand, for example, as shown in Figure 11(b), when 50 game media are transferred outside the game machine, the number of game media managed by the game machine, as indicated in the number of owned game media HM, becomes "962", and the second transfer image TG2 is displayed, initiating the execution of the second transfer animation.
[0141] In the gaming machine 10, the performance display device 15 executes a special transfer performance when the number of gaming media continuously transferred outside the gaming machine reaches a predetermined number of executions. In this embodiment, the "number of gaming media continuously transferred" is the number of gaming media transferred without a predetermined interval (5 seconds in this embodiment). In this embodiment, the "predetermined number of executions" is set to 2000. The special transfer performance can also be considered a display performance that can identify the number of gaming media held by the player being transferred outside the machine. Thus, the special transfer performance is one of the display performances that the performance display device 15 can execute.
[0142] As shown in Figure 11(c), in the gaming machine 10, when a special transfer animation is performed, the special transfer image TGx is displayed on the animation display device 15, and the special transfer animation is performed. In this embodiment, the special transfer image TGx is an image resembling a heart. In this embodiment, the special transfer image TGx also contains the text information "2000". The special transfer image TGx is not displayed on top of the number of held image HM in the animation display device 15. When a special transfer animation is performed, either the first transfer image TG1 or the second transfer image TG2 is displayed and the transfer animation is performed in the animation display device 15. However, the special transfer image TGx is not displayed on top of either the first transfer image TG1 or the second transfer image TG2 in the animation display device 15.
[0143] Here, we will explain the control related to the execution of the number of items held display animation, the number of items wagered display animation, the medal insertion animation, the prize acquisition animation, the transfer animation, and the special transfer animation. The sub-CPU 51 controls the performance display device 15 so that the multiplier display performance is executed. The sub-CPU 51 controls the performance display device 15 so that the multiplier display image BP is displayed. The sub-CPU 51 also controls the display modes of the first multiplier display image BP1 to the third multiplier display image BP3 according to the multiplier. The control regarding the display modes of the first multiplier display image BP1 to the third multiplier display image BP3 will be described later, along with the control related to the execution of each performance.
[0144] The sub-CPU 51 controls the display device 15 so that the display of the number of owned items is executed. The sub-CPU 51 controls the display device 15 so that a display of the number of owned items image HM containing information that can identify the number of gaming media managed by the gaming machine, which can be identified from the via-type owned item command, is displayed. When a via-type owned item command is input that can identify that the number of gaming media managed by the gaming machine has increased due to the lending of gaming media, the sub-CPU 51 controls the display device 15 so that a display of the number of owned items image HM containing information that can identify the number of gaming media managed by the gaming machine, which can be identified from the via-type owned item command, is displayed.
[0145] When the sub-CPU 51 receives a transit-type holding count command that can identify that the number of game media managed by the game machine has increased due to the settlement of the multiplier, it controls the display device 15 so that a holding count image HM containing information that can identify the number of game media managed by the game machine that can be identified from the said transit-type holding count command is displayed. Furthermore, when the sub-CPU 51 receives a transit-type holding count command that can identify that the number of game media managed by the game machine has increased due to the settlement of the multiplier, it controls the display device 15 so that all of the first multiplier display images BP1 to the third multiplier display images BP3 are displayed in white.
[0146] When the sub-CPU 51 receives a transit-type holding count command that allows it to identify that the number of game media managed by the game machine has decreased due to the setting of the multiplier, it controls the performance display device 15 so that a holding count image HM containing information that allows it to identify the number of game media managed by the game machine, which can be identified from the transit-type holding count command, is displayed. Also, when the sub-CPU 51 receives a multiplier command, it controls the performance display device 15 so that a number of medal images MD equal to the increased multiplier is displayed from the multiplier command. When displaying the medal images MD, the sub-CPU 51 controls the performance display device 15 so that the displayed medal images MD move from the holding count image HM towards the multiplier display image BP. As a result, the performance display device 15 executes a medal insertion animation. After the medal insertion animation is completed, the sub-CPU 51 controls the display modes of the first multiplier display image BP1 to the third multiplier display image BP3 so that they are displayed in a display mode corresponding to the increased multiplier. In this case, since the multiplier is 1 or greater, the sub-CPU 51 controls the display device 15 so that at least one of the first multiplier display images BP1 to the third multiplier display image BP3 is displayed in yellow.
[0147] When the sub-CPU 51 receives a winning command that identifies that a payout combination other than a single-coin combination has been won, it controls the performance display device 15 so that a winning image GN corresponding to the winning payout combination identified from the winning command is displayed. When displaying the winning image GN, the sub-CPU 51 controls the performance display device 15 so that the displayed winning image GN moves toward the number of coins held image HM. As a result, the performance display device 15 executes a winning animation. Then, when the sub-CPU 51 receives a transit-type number of coins held command that identifies that the number of game coins managed by the game machine has increased due to the winning, it controls the performance display device 15 so that a number of coins held image HM containing information that identifies the number of game coins managed by the game machine identified from the transit-type number of coins held command is displayed. Specifically, after the winning animation is completed, the sub-CPU 51 controls the performance display device 15 so that a number of coins held image HM containing information that identifies the number of game coins managed by the game machine identified from the transit-type number of coins held command that identifies that the number of game coins managed by the game machine has increased due to the winning.
[0148] When the sub-CPU 51 receives a transit-type holding count command that identifies a decrease in the number of game media managed by the game machine due to the transfer of game media management, it controls the performance display device 15 so that a holding count image HM containing information that identifies the number of game media managed by the game machine, which can be identified from the transit-type holding count command, is displayed. Furthermore, if the sub-CPU 51 can identify a decrease of 1 in the number of game media managed by the game machine due to the transfer of game media management from the transit-type holding count command, it controls the performance display device 15 so that the first transfer image TG1 is displayed. As a result, the first transfer performance is executed on the performance display device 15. On the other hand, if the sub-CPU 51 can identify a decrease of 2 or more in the number of game media managed by the game machine due to the transfer of game media management from the transit-type holding count command, it controls the performance display device 15 so that the second transfer image TG2 is displayed. As a result, the second transfer performance is executed on the performance display device 15.
[0149] Furthermore, the sub-CPU 51 controls the performance display device 15 so that a special transfer image TGx is displayed when the number of game media continuously transferred outside the game machine reaches a predetermined number of executions. As a result, a special transfer performance is executed on the performance display device 15. The sub-CPU 51 identifies the number of game media continuously transferred outside the game machine from the "transfer-type holding count command that can identify that the number of game media managed by the game machine has decreased due to the transfer of management of game media" that is entered continuously without more than 5 seconds elapsed.
[0150] Specifically, the sub-RWM 53 stores information that can identify the number of game media that have been continuously transferred to the outside (hereinafter referred to as transfer count information). When the sub-CPU 51 receives a transit-type holding count command that can identify that the number of game media managed by the game machine has decreased due to the transfer of management of game media, it calculates the difference between the number of game media managed by the game machine before the input of the transit-type holding count command and the number of game media managed by the game machine that can be identified from the input transit-type holding count command. The sub-CPU 51 then adds the calculated difference to the transfer count information and updates the transfer count information. If the number that can be identified from the transfer count information reaches a predetermined execution number as a result of updating the transfer count information, the sub-CPU 51 controls the performance display device 15 so that the special transfer image TGx is displayed. Furthermore, if the sub-CPU 51 receives a transit-type holding count command that identifies a decrease in the number of gaming media managed by the gaming machine due to the transfer of management of gaming media, and then does not receive another transit-type holding count command that identifies a decrease in the number of gaming media managed by the gaming machine due to the transfer of management of the next gaming media, it will initialize the transfer count information. The sub-CPU 51 initializes the transfer count information by updating it to transfer count information that identifies 0.
[0151] In the gaming machine 10, when both a transit-type number of held commands and a direct-type number of held commands are output from the gaming medium number control board 60, the transit-type number of held commands are input to the sub-control board 50 at a timing after the direct-type number of held commands have been input. This is because the direct-type number of held commands are input to the sub-control board 50 without being input by the main CPU 41 in the main control board 40, while the transit-type number of held commands are input to the sub-control board 50 only after being input by the main CPU 41 in the main control board 40.
[0152] As described above, when a transit-type number command is input, the sub-CPU 51 controls the display device 15 so that a number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the transit-type number command is displayed. When a direct-type number command, which is stored in the output buffer along with the input transit-type number command, is input, the sub-CPU 51 determines whether the number of gaming media managed by the gaming machine that can be identified from each number command matches. If the number of gaming media managed by the gaming machine that can be identified from each number command does not match, the sub-CPU 51 controls the display device 15 so that the number image HM is displayed in a concealed manner.
[0153] As shown in Figure 12, the possessed count image HM displayed in a concealed manner is a possessed count image HM that contains the character information "?????". By displaying the possessed count image HM in a concealed manner, the number of game media managed by the game machine is kept secret. Incidentally, at this time, although the number of game media managed by the game machine is not displayed on the performance display device 15, the number of game media managed by the game machine remains displayed on the game machine managed game media count display unit 27.
[0154] After displaying the number of owned images HM in a concealed manner, the sub-CPU 51 continues to display the number of owned images HM in a concealed manner until the number of gaming media managed by the gaming machine, which can be identified from each of the indirect number of owned commands and the direct number of owned commands, matches. Furthermore, after displaying the number of owned images HM in a concealed manner, the sub-CPU 51 will not display the number of owned images HM containing information that can identify the number of gaming media managed by the gaming machine, even if an indirect number of owned command is entered, until the number of gaming media managed by the gaming machine, which can be identified from each of the indirect number of owned commands, matches. In other words, if the number of gaming media managed by the gaming machine, which can be identified from each of the indirect number of owned commands, does not match, the display of the number of owned images HM containing information that can identify the number of gaming media managed by the gaming machine, which can be identified from the indirect number of owned commands, is restricted.
[0155] For example, suppose the display of the HM (Handheld Image) containing information that identifies the number of gaming media managed by the gaming machine, which can be identified from the via-type HM command, is restricted, and then the number of gaming media managed by the gaming machine, which can be identified from both the via-type HM command and the direct-type HM command, matches. In this case, the sub-CPU 51 controls the display device 15 so that when the via-type HM command is next entered, the HM containing information that identifies the number of gaming media managed by the gaming machine, which can be identified from the via-type HM command, is displayed. This removes the restriction on the display of the HM containing information that identifies the number of gaming media managed by the gaming machine, which can be identified from the via-type HM command, and the display of the HM containing information that identifies the number of gaming media managed by the gaming machine, which can be identified from the via-type HM command, is restored.
[0156] Furthermore, when the number of owned images HM is not displayed in a concealed manner, if the number of gaming media managed by the gaming machine that can be identified from each owned number command matches, the sub-CPU 51 does not control the display of the owned number images HM in a concealed manner. Also, if the number of gaming media managed by the gaming machine that can be identified from each owned number command matches, the sub-CPU 51 does not restrict the display of the owned number images HM that contains information that can identify the number of gaming media managed by the gaming machine that can be identified from the transit-type owned number command. And, if the number of gaming media managed by the gaming machine that can be identified from each owned number command matches, the sub-CPU 51 controls the display device 15 so that the owned number images HM that contains information that can identify the number of gaming media managed by the gaming machine that can be identified from the transit-type owned number command is displayed.
[0157] Here, based on Figures 13(a) to 13(g), we will explain an example of the changes in the number of game media managed by the gaming machine and the display content of the performance display device 15. As shown in Figure 13(a), when the number of game media managed by the game machine is "7063", the display device 15 displays a holding count image HM containing the text information "7063 coins". Furthermore, when the multiplier is not set, that is, when the multiplier is 0, the display device 15 displays all of the first multiplier display images BP1 to the third multiplier display images BP3 in white. Subsequently, as shown in Figure 13(b), when the MAX bet button 18 is operated and the multiplier increases by 3, the display device 15 displays a holding count image HM containing the text information "7060 coins", with the number of game media managed by the game machine indicated by the holding count image HM decreasing by 3. Furthermore, the display device 15 starts executing a medal insertion animation in which three medal images MD are displayed. The three medal images MD displayed at this time are displayed so as to move from the holding count image HM towards the multiplier display image BP. Then, as shown in Figure 13(c), since the multiplier is 3, when the medal insertion animation ends, all of the first multiplier display images BP1 to the third multiplier display images BP3 are displayed in yellow on the animation display device 15.
[0158] Subsequently, as shown in Figure 13(d), when the variable game is played and a bell symbol is won, the performance display device 15 executes a winning animation in which a winning image GN resembling a bell is displayed. The winning image GN displayed at this time is displayed to move toward the number of coins held image HM. Then, as shown in Figure 13(e), since 15 game tokens have been acquired by winning the bell symbol, the performance display device 15 displays the number of coins held image HM containing the text information "7075 coins".
[0159] Furthermore, as shown in Figure 13(f), when the counting button 28 is pressed and held, the second transfer image TG2 is displayed on the performance display device 15, and the second transfer performance is executed. In addition, as 50 game media are transferred outside the game machine, the performance display device 15 displays the number of held image HM, which includes the text information "7025 pieces". Subsequently, as shown in Figure 13(g), when the number of game media continuously transferred outside the game machine reaches 2000, the performance display device 15 displays the special transfer image TGx, and the special transfer performance is executed.
[0160] Therefore, according to this embodiment, the following effects can be obtained. (1) The control information (control signals) output from the game media control board 60, which has a media CPU 61 capable of executing a process to manage the number of game media held by a player, includes a number command related to the number of game media held by the player. Among the number commands, there is a direct number command that is output to the sub-control board 50 without being input by the input processing executed by the main CPU 41. By outputting such a direct number command, for example, the discrepancy between the change in the number of game media managed by the game media control board 60 and the change in the number of game media managed by the game machine displayed on the performance display device 15 can be suppressed compared to the case where the control signal is temporarily input by the main control board 40 before being output to the sub-control board 50. In this way, by controlling the game media to suppress the discrepancy between the change in the number of game media managed by the game media control board 60 and the change in the number of game media managed by the game machine displayed on the performance display device 15, it is possible to suppress the decline in the enjoyment of a medalless game machine and improve its enjoyment.
[0161] (2) In addition to the direct-type number of available tokens command, an intermediary-type number of available tokens command is output as a token count command, which is input by the input processing performed by the main CPU 41. The main CPU 41 can then control the game to a non-playable state in response to the input of an intermediary-type number of available tokens command. This suppresses the discrepancy between the change in the number of game tokens managed by the game token count control board 60 and the change in the number of game tokens managed by the game token display device 15, while enabling the main CPU 41 to control the game to a non-playable state and improving the entertainment value.
[0162] (3) The orientation of the display surface 15a of the performance display device 15 for the player is different from the orientation of the display surface 27a of the game machine management game medium count display unit 27 for the player. Therefore, it is difficult to clearly see the display contents of the performance display device 15 and the game machine management game medium count display unit 27 at the same time. As a result, even if there is a discrepancy between the "display of the game machine management game medium count" on the performance display device 15 and the "display of the game machine management game medium count" on the game machine management game medium count display unit 27, it is difficult for the player to notice the discrepancy, and it is easier to improve the enjoyment of the game.
[0163] (4) Consuming game media gives players an enjoyable feeling of playing the game, but also a feeling of disappointment when they lose the game media. In particular, when a display showing the number of game media held by the player is performed, the decrease in the number of game media managed by the game machine displayed in the display showing may give players a feeling of disappointment when they lose the game media and may reduce their enjoyment. However, the game machine 10 is configured to be able to perform a medal insertion performance that can identify the decrease in the number of game media held by the player in conjunction with the consumption of game media. Therefore, the game machine 10 can suppress the feeling of disappointment when players lose game media and improve their enjoyment.
[0164] (5) The display device 15 performs a transfer animation that can identify the transfer of the number of game media held by the player to outside the game machine. By performing such a transfer animation, the game machine 10 can reassure the player that even if the number of game media held by the player is transferred outside the game machine and the number of game media managed by the game machine displayed in the number display animation decreases, the player has not lost them, but rather they have been transferred outside the game machine, thereby enhancing the enjoyment of the game.
[0165] (6) In the gaming machine 10, the display of the winning animation, which allows for the identification of the increase in the number of gaming media held by the player, is made different depending on the event that triggered the increase in the number of gaming media held by the player. Therefore, with the gaming machine 10, it is possible to enhance the enjoyment of the game by drawing attention to the display of the winning animation.
[0166] (7) The display device 15 executes a display animation that allows the user to identify the set multiplier. This makes it easier to recognize that even if the number of game tokens managed by the game machine increases due to the settlement of the multiplier, the reason for the increase is that the set multiplier has been refunded. Also, even if the number of game tokens managed by the game machine decreases due to the setting of a multiplier, it makes it easier to recognize that the reason for the decrease is that the multiplier has been set.
[0167] (8) The performance display device 15 executes a special transfer performance when the number of game media continuously transferred outside the game machine reaches a predetermined number of executions. By making such a special transfer performance possible, according to the game machine 10, the number of game media continuously transferred outside the game machine is large, which helps to suppress boredom during continuous transfer outside the game machine.
[0168] (9) In the gaming machine 10, if the number of gaming media managed by the gaming machine that can be identified from the indirect number command and the direct number command do not match, the number of media held image HM is displayed in a concealed manner. Therefore, the gaming machine 10 can prevent the display of a potentially incorrect number of gaming media managed by the gaming machine from continuing to be displayed on the performance display device 15. For example, if the number of gaming media managed by the gaming machine in the number of media held image HM is incorrect, it may cause discomfort to the player and reduce the enjoyment of the game. However, the gaming machine 10 can prevent the display of a potentially incorrect number of gaming media managed by the gaming machine from continuing to be displayed on the performance display device 15, thus preventing a decrease in enjoyment.
[0169] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. The number of owned images HM may be configured so as not to be displayed in a concealed manner. The gaming machine 10 may display on the performance display device 15 a number of owned images HM containing information that allows for the identification of the number of gaming machines managed by the gaming machine
[0170] The sub-CPU 51 may control the display device 15 so that, only when the number of game media managed by the game machine that can be identified from each of the number of game media managed by the game machine that can be identified from each number of game media command matches, a number of game media image HM containing information that can be identified from each number of game media command that can be identified from each number of game media command.
[0171] The sub-CPU 51 controls the display device 15 so that a display of the number of owned game media containing information that can identify the number of game media managed by the game machine, which can be identified from the direct-type owned number command, is displayed. Subsequently, if a transit-type owned number command that corresponds to a direct-type owned number command that has already been entered is entered, the sub-CPU 51 may control the display device 15 so that a display of the number of owned game media containing information that can identify the number of game media managed by the game machine, which can be identified from the transit-type owned number command, is displayed.
[0172] The direct-type holding count command may be configured to be output to the sub-control board 50 without passing through the conductors wired on the main control board 40. For example, the game medium count control board 60 may be configured to output a transit-type holding count command to the main control board 40 and a direct-type holding count command to the sub-control board 50.
[0173] The intermediary-type retention count command may be configured so that it is not output to the sub-control board 50. For example, the intermediary-type retention count command may be a retention count command input to the main control board 40. For example, the direct-type retention count command may be a retention count command input to the sub-control board 50. For example, the intermediary-type retention count command may be a retention count command input in the input processing executed by the main CPU 41 of the main control board 40. For example, the direct-type retention count command may be a retention count command input in the input processing executed by the sub-CPU 51 of the sub-control board 50.
[0174] The number of possessions command may consist of only one of the two types: an intermediary number of possessions command or a direct number of possessions command. For example, the gaming machine 10 may be configured to output only the direct number of possessions command among the two types of intermediary number of possessions commands. For example, the gaming machine 10 may be configured to output only the intermediary number of possessions command among the two types of intermediary number of possessions commands.
[0175] The gaming machine 10 does not have to be configured to be controllable into a non-playable state. For example, the gaming machine 10 may be configured so that it is not controlled into a non-playable state by the main CPU 41 in response to the input of a transit-type number of possessions command. For example, the gaming machine 10 may be configured so that it is not controlled into a non-playable state in response to the input of a transit-type number of possessions command, but is controlled into a non-playable state in response to the occurrence of other events. For example, the "other event" may be the occurrence of a specific error. For example, the "other event" may be that the number of gaming media provided to the player reaches a predetermined value. For example, the "other event" may be that a specific value that can be changed based on the number of gaming media provided and the number of gaming media consumed while playing the game reaches a predetermined value.
[0176] The orientation of the display surface 15a of the performance display device 15 for the player may be the same as the orientation of the display surface 27a of the game machine management game medium count display unit 27 for the player. In the game machine 10, the vertical orientation of the display surface 15a of the performance display device 15 and the vertical orientation of the display surface 27a of the game machine management game medium count display unit 27 may be the same. In the game machine 10, the horizontal orientation of the display surface 15a of the performance display device 15 and the vertical orientation of the display surface 27a of the game machine management game medium count display unit 27 may be different.
[0177] The display device 15 does not have to be mounted so that its display surface 15a is tilted from the player's perspective. The display device 15 may be mounted so that its display surface 15a is tilted towards the player from the player's perspective.
[0178] The gaming machine management gaming media count display unit 27 does not need to be mounted so that its display surface 27a is tilted when viewed from the player's perspective. The gaming machine management gaming media count display unit 27 may be mounted so that its display surface 27a is tilted towards the player when viewed from the player's perspective.
[0179] The gaming machine 10 does not have to perform some or all of the following effects: the display of the number of tokens held, the display of the bet, the token insertion, the prize winning, the transfer, and the special transfer. For example, the gaming machine 10 may be configured to perform some of the following effects: the display of the number of tokens held, the display of the bet, the token insertion, the prize winning, the transfer, and the special transfer. The presentation modes of some or all of the displays of the number of tokens held, the display of the bet, the token insertion, the prize winning, the transfer, and the special transfer may be changed to presentation modes different from those in the above embodiment.
[0180] The "predetermined number of executions" that triggers the execution of the special transfer animation may be changed. For example, there may be multiple predetermined numbers of executions. For example, the predetermined number of executions may be a multiple of 1000. In this case, for example, the special transfer animation may be executed on the animation display device 15 each time the predetermined number of executions is exceeded as a result of an update in the number of game media transferred consecutively. For example, the special transfer animation may be executed in both the case where the number of game media transferred consecutively is updated from 970 to 1020 and the case where the number of game media transferred consecutively is updated from 1970 to 2020. If there are multiple predetermined numbers of executions, there will be multiple opportunities for the special transfer animation to be executed, but the special transfer animation executed each time may be the same, or the animation style of the special transfer animation may differ depending on the timing of execution (predetermined number of executions).
[0181] The gaming machine management game media count display unit 27 may also be used as a display unit that displays error information that can identify errors that have occurred in the gaming machine 10. For example, if an error occurs when the game is in a non-playable state, the error information will be displayed on the gaming machine management game media count display unit 27. On the other hand, if an error occurs when the game is not in a non-playable state (when the game is in a playable state where it is possible to play), the gaming machine management game media count display unit 27 may be configured not to display error information. In other words, even if an error occurs, the gaming machine management game media count display unit 27 may be configured not to display error information when the game is in a playable state. For example, when displaying error information, the media count CPU 61 may control the gaming machine management game media count display unit 27 so that information that can identify the number of gaming media managed by the gaming machine and the error information are displayed alternately at predetermined intervals (for example, 4800ms).
[0182] The gaming machine 10 may be configured such that, when the number of bets has not reached the upper limit, even if the number of bets and the number of gaming media managed by the gaming machine are less than the upper limit, if the number of gaming media managed by the gaming machine is 1 or more, the number of bets can be increased when the MAX bet button 18 is operated. For example, when the number of bets has not reached the upper limit, the main CPU 41 may, when it receives a detection signal from the MAX bet button 18, increase the number of bets by the number of gaming media managed by the gaming machine, even if the sum of the set number of bets and the number of gaming media managed by the gaming machine is less than the upper limit, if the number of gaming media managed by the gaming machine is 1 or more. As described above, the gaming machine 10 may be configured so that a bet less than the maximum bet can be set when the MAX bet button 18 is operated.
[0183] The main control board 40 may be equipped with a payout ratio display unit (a so-called payout ratio monitor). The main CPU 41 may be able to control the display content of the payout ratio display unit. For example, the content displayed on the payout ratio display unit may be some or all of the payout item status ratio, advantageous section ratio, consecutive payout ratio, and payout ratio. The advantageous section ratio is the ratio of the number of variable games played in the advantageous section to the number of variable games played in the advantageous section and the non-advantageous section.
[0184] The gaming machine in the above embodiment may be embodied as a slot machine in which a bonus game is triggered (granted) when a combination of symbols corresponding to a bonus role (bonus stop pattern) is derived in the variable game. The period during which a bonus game is occurring may be configured to be included in the advantageous period. Incidentally, in a slot machine capable of generating a bonus game, the state in which the winning of a bonus role is permitted is called the "carry-over state" or "internal state".
[0185] The gaming machine 10 may be configured to allow players to play games using physical game media (e.g., game tokens) in addition to, or as an alternative to, playing games using electromagnetic game media. In this case, the gaming machine 10 may be able to accept physical game media into the machine and may be able to accept physical game media out of the machine.
[0186] The gaming machine in the above embodiment may be embodied as a pachinko gaming machine. In a pachinko gaming machine, winning a prize is equivalent to a game ball entering a predetermined prize slot. In a pachinko gaming machine, a game ball is launched, and a game medium is awarded when the game ball enters a predetermined prize slot. A pachinko gaming machine may be able to store the number of game mediums (so-called "balls") held by the player as data, and the game may be played by consuming the game medium by converting the game medium stored as data into physical game mediums (game balls) and launching them. In other words, the gaming machine 10 in the above embodiment may be embodied as a pachinko gaming machine (so-called "managed gaming machine") that does not dispense physical game mediums. In a managed gaming machine, the number of balls can be increased when game mediums are lent from a management device (management unit). In a managed gaming machine, the number of balls can be decreased by transferring the management of the balls held from the pachinko gaming machine to the management device.
[0187] The functions of the main control board 40 in the above embodiment may be divided among multiple boards. The main CPU 41 may consist of multiple CPUs mounted on a single board. The functions of the game medium count control board 60 in the above embodiment may be divided among multiple boards. The medium count CPU 61 may consist of multiple CPUs mounted on a single board. The functions of the main control board 40 and the functions of the game medium count control board 60 in the above embodiment may be integrated into a single board (hereinafter referred to as the integrated control board). The integrated control board may be configured to correspond to either the first control board or the second control board. In other words, the control board corresponding to the first control board and the control board corresponding to the second control board may be the same control board. There may be one or more CPUs running on the integrated control board. The integrated control board may be configured so that both the functions of the first control unit and the second control unit are realized by one CPU, or it may be configured so that both the functions of the first control unit and the second control unit are realized by multiple CPUs on the integrated control board.
[0188] The functions of the sub-control board 50 in the above embodiment may be implemented by dividing them among multiple boards. For example, a lamp control board specializing in controlling the decorative lamp 13, a sound control board specializing in controlling the speaker 14, and a display control board specializing in controlling the performance display device 15 may be provided, and a general control board may be provided to comprehensively control these boards. In addition, the sub-CPU 51 may consist of multiple CPUs mounted on a single board.
[0189] The gaming machine may not have some or all of the following: the replay display unit 31, the weight display unit 32, the advantageous section display unit 33, the multiplier display unit 34, and the payout display unit 35. The various display units of the replay display unit 31, the weight display unit 32, the advantageous section display unit 33, the multiplier display unit 34, and the payout display unit 35 do not need to be provided on the same component (in the above embodiment, the information panel 30); for example, some or all of the display units may be provided on different components.
[0190] Next, the technical concepts that can be understood from the above embodiments and alternative examples are added below. (A-1) A gaming machine comprising: a first control board having a first control unit; a second control board having a second control unit and capable of bidirectional communication with the first control board; a third control board having a third control unit and capable of unidirectional communication from the first control board; and a specific display unit controllable by the third control unit and capable of displaying the number of gaming media held by the player, wherein the second control unit is capable of executing a process for managing the number of gaming media held by the player; the first control unit is capable of executing an input process for inputting control information output from the second control board; the control signals output from the second control board include a holding control signal for the number of gaming media held by the player; and the holding control signal includes a specific control signal that is not input by the input process executed by the first control unit and is output to the third control board.
[0191] (A-2) A gaming machine according to the technical concept of (A-1), which is controllable by the second control unit and is equipped with a non-specific display unit capable of displaying the number of gaming media held by the player, wherein the orientation of the display surface of the specific display unit relative to the player is different from the orientation of the display surface of the non-specific display unit relative to the player.
[0192] (A-3) The game machine according to the technical concept (A-1) or technical concept (A-2), wherein the possessed control signals include the specific control signal and a non-specific control signal input by the input processing performed by the first control unit, and the first control unit is capable of controlling the game to a state in which it is impossible to proceed in response to the input of the non-specific control signal.
[0193] (B-1) A gaming machine configured to manage the number of gaming media held by a player using data, and which allows the player to play by consuming gaming media, comprising a display means and a display control means capable of controlling the display means, wherein the display means can execute a display effect that includes a first display effect that displays the number of gaming media held by the player and a second display effect that can identify a decrease in the number of gaming media held by the player, and the second display effect is executable in conjunction with the consumption of gaming media.
[0194] (B-2) A gaming machine according to the technical concept of (B-1), which is equipped with a transfer operation means that can be operated by a player, and when the transfer operation means is operated, the number of gaming media held by the player is transferred outside the gaming machine, and the display effects that the display means can execute include a specific display effect that can identify the transfer of the number of gaming media held by the player to outside the gaming machine.
[0195] (B-3) A gaming machine according to the technical concept (B-1) or technical concept (B-2), in which the display means can perform a special display that can identify an increase in the number of gaming media held by the player, and the display mode of the special display differs depending on the event that triggered the increase in the number of gaming media held by the player. [Explanation of symbols]
[0196] 10... Slot machine (amusement machine) 12... Front door 13... Decorative lamp 14... Speaker 15…Performance display device 15a…Display surface 16a…Left reel 16b…Middle reel 16c…Right reel 17…1 bet button 18…MAX bet button 19…Settlement button 20…Start lever 21…Left stop button 22…Middle stop button 23…Right stop button 27…Game machine management game media count display unit 27a…Display surface 28…Counting button 30…Information panel 35…Payout display unit 40…Main control board 41…Main CPU 42…Main ROM 43…Main RWM 50…Sub control board 51…Sub CPU 52…Sub ROM 53…Sub RWM 60…Game media count control board 61…Media count CPU 62…Media count ROM 63…Media count RWM
Claims
[Claim 1] In a gaming machine that is configured to manage the number of gaming media held by a player using data, and in which the game can be played by consuming gaming media, A transfer operation means that can be operated by the player, A storage means capable of storing a predetermined value that may change in accordance with the operation of the transfer operation means, Equipped with a notification means, When the aforementioned transfer operation means is operated, the game medium held by the player is transferred outside the game machine. The notifications that the aforementioned notification means can perform include a first notification that notifies the number of game tokens held by the player, A gaming machine characterized in that, when the predetermined value that has changed in accordance with the operation of the transfer operation means reaches a specific value, it is possible to perform a specific notification that can identify that the predetermined value has reached the specific value.