Game machine

JP2024052725A5Active Publication Date: 2025-04-30HEIWA CORP
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Patent Information

Application Number
JP2024030560
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-29
Publication Date
2025-04-30
Estimated Expiration
2042-04-22

AI Technical Summary

Technical Problem

There is a social demand to prevent the frequency of transitions to advantageous game states, such as the AT performance state and bonus game state, from becoming unbalanced, and to manage the distribution of gaming states with high medal acquisition performance to avoid fraudulent acts and cheating by players.

Method used

A gaming machine that includes a calculation means to determine the value related to game value usage and acquisition, with progress limiting means to restrict the game when the calculated value reaches a predetermined threshold, ensuring fair gameplay and preventing fraudulent activities.

Benefits of technology

The solution allows for appropriate and fair gameplay by balancing the frequency of advantageous states and preventing fraudulent behavior, thereby maintaining the integrity of the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To advance a game appropriately.SOLUTION: A game machine of the present invention includes calculation means for calculating a value on the basis of a value related to the use of a game value and a value related to the acquisition of the game value, and progress restriction means for restricting the progress of a game when the calculated value calculated by the calculation means reaches a predetermined value. When the power is turned on, a specified initial value is set in the calculation means. When the calculated value is negative because the value related to the use of the game value is greater than the value related to the acquisition of the game value, the calculation means sets 0 as the calculated value. When the calculated value does not reach the specified value and a predetermined condition is not satisfied, the calculation means can clear the calculated value. When a predetermined condition is satisfied before the calculated value reaches the specified value, clearing of the calculated value is prohibited.SELECTED DRAWING: Figure 37
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]

[0002] In a slot machine as a gaming machine, a lottery is held for a winning combination in response to a player's bet of medals (gaming media) and operation of a start switch, and multiple reels marked with various symbols are controlled to rotate. The reels are stopped sequentially in response to the lottery result and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line that is the line that is the subject of a payout, a predetermined number of medals is paid out, and other gaming benefits (hereinafter simply referred to as gaming benefits) are awarded to the player.

[0003] In addition, in a slot machine, a plurality of game states are provided that differ in the degree of advantage (game profit) of the player during the game. For example, when a winning combination (hereinafter referred to as a correct combination) with a large game profit is won and a winning type (hereinafter referred to as a selected winning type) overlaps with another winning combination, the operation mode of the stop switch that is the winning condition of the correct combination (hereinafter referred to as a correct operation mode) is notified (hereinafter, the performance that notifies the operation mode that is the winning condition of such a predetermined winning combination (assisting the winning of the correct combination) is simply referred to as an assist performance), and the player can easily display the symbol combination corresponding to the correct combination on the pay line. In addition, there are slot machines that use a RT (replay time) game state in which the winning probability of the replay role is set high, and a so-called ART game state in which the above-mentioned AT game state and the RT game state proceed simultaneously (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2011-010751 A Summary of the Invention [Problem to be solved by the invention]

[0005] There is a social demand to prevent the frequency of transition to the above-mentioned AT performance state or bonus game state from being biased. Therefore, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, for example, a section having a performance related to the instruction function, i.e., a section in which an auxiliary performance is executed, etc., can be set as an advantageous section that is advantageous to the player, and the maximum number of games that can be continued in the advantageous section can be set in advance. In addition to this, it is possible to manage whether or not the difference number, which is the difference between the number of medals inserted (the number of medals bet) and the number of medals paid out, has reached a prescribed difference number, and if it has reached that number, to operate a so-called complete function that limits the progress of the game. Even when such a complete function is adopted, it is necessary to appropriately progress the game while eliminating cheating or strategy by the player.

[0006] In view of the above problems, the present invention aims to provide a gaming machine that allows a game to be played appropriately. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention is equipped with a calculation means for calculating a value based on a value related to the use of game value and a value related to the acquisition of game value, and a progress restriction means for restricting the progress of the game when the calculated value calculated by the calculation means reaches a specified value, and when the power is turned on, a specified initial value is set in the calculation means, and if the calculated value becomes negative because the value related to the use of game value is greater than the value related to the acquisition of game value, the calculation means sets the calculated value to 0, and if the calculated value has not reached the specified value and specified conditions are not satisfied, the calculated value can be cleared, and if the specified conditions are satisfied before the calculated value reaches the specified value, clearing of the calculated value is prohibited. Effect of the Invention

[0008] According to the present invention, it is possible to appropriately progress a game. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Diagram 2] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Diagram 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Diagram 5] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 13 is a diagram showing a winning type lottery table. [Figure 7] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 8] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 9] 13 is a flowchart illustrating a CPU initialization process in the main control board. [Figure 10] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 11] 11 is a flowchart illustrating an error stop process in the main control board. [Figure 12] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 13] 11 is a flowchart illustrating an initialization start process in the main control board. [Figure 14] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 15] 13 is a flowchart explaining game start processing on the main control board. [Figure 16]13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 17] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 18] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 19] 13 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 20] This is a flowchart explaining the non-advantageous presentation state processing executed in the state-specific module execution processing. [Figure 21] 13 is a flowchart illustrating the distribution presentation state processing executed in the state-specific module execution processing. [Figure 22] 13 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Diagram 23] 13 is a flowchart explaining the premonition performance state processing executed in the state-specific module execution processing. [Figure 24] A flowchart explaining the AT presentation state processing executed in the state-specific module execution processing. [Diagram 25] 13 is a flowchart explaining the special premonition effect state processing executed in the state-specific module execution processing. [Figure 26] 13 is a flowchart illustrating a special effect state process executed in the state-specific module execution process. [Figure 27] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 28] 13 is a flowchart explaining the reel stop processing in the main control board. [Figure 29] 13 is a flowchart illustrating a display determination process in a main control board. [Diagram 30] 13 is a flowchart explaining the payout process in the main control board. [Diagram 31] 13 is a flowchart explaining game transition processing on the main control board. [Diagram 32]11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 33] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Diagram 34] FIG. 2 is an explanatory diagram showing a memory map. [Diagram 35] FIG. 11 is an explanatory diagram showing an example of a complete function. [Diagram 36] FIG. 11 is an explanatory diagram showing an example of a complete function. [Figure 37] 13 is a flowchart illustrating a difference number counter update process in the main control board. [Figure 38] 13 is a flowchart illustrating a complete function operation determination process in the main control board. [Figure 39] 13 is a flowchart illustrating a complete function activation signal buffer setting process in the main control board. [Diagram 40] 13 is a flowchart illustrating a first difference number counter clearing process in the main control board. [Diagram 41] 13 is a flowchart illustrating a second difference number counter clearing process in the main control board. [Diagram 42] FIG. 2 is an explanatory diagram for explaining the processing of the performance control means. [Diagram 43] 13 is a flowchart illustrating the display processing of the performance control means. [Diagram 44] 13 is a flowchart illustrating a process of clearing a difference number counter. [Diagram 45] 13 is a flowchart illustrating a modified example of a second difference number counter clearing process in the main control board. [Figure 46] FIG. 2 is an explanatory diagram for explaining the processing of the performance control means. [Figure 47] FIG. 2 is an explanatory diagram for explaining the processing of the performance control means. [Figure 48] FIG. 2 is an explanatory diagram for explaining the processing of the performance control means. [Figure 49] FIG. 11 is an explanatory diagram for explaining hysteresis. [Figure 50] FIG. 2 is an explanatory diagram for explaining the processing of the performance control means. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0011] (Mechanical Configuration of Slot Machine 100) 1 and 2, a slot machine 100 as a gaming machine is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and three reels 110 (left reel 110a, center reel 110b, right reel 110c) are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal areas on the outer peripheral surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.

[0012] An operation unit installation stand 112 is formed on the upper part of the front lower door 106, and is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, and the like. The medal insertion unit 114 accepts insertion of medals as game value through a medal insertion port 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals among the medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits). The bet switch 116 includes a max bet switch for inserting (betting) a specified number of medals required for one game, and a 1 bet switch for inserting an additional medal within the range of the specified number.

[0013] The start switch 118 is, for example, a lever that can detect tilting operation, and detects the start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the stop operation by the player. In addition, when the stop switch 120 can be stopped, the first stop operation by the player of one of the stop switches 120a, 120b, and 120c is called the first stop, the second stop operation after the first stop, and the third stop operation after the second stop. The effect switch 122 is, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the push operation and rotation operation by the player.

[0014] A liquid crystal display unit 124 that displays various images associated with the performance is provided approximately in the center of the upper part of the front upper door 104. Performance lamps 126, for example, composed of high-brightness light-emitting diodes (LEDs), are provided at the upper part and on the left and right sides of the front upper door 104. Speakers 128 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the front upper door 104 and at the left and right positions on the rear surface of the front lower door 106.

[0015] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of medals credited (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals paid out.

[0016] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the lower front part of the front lower door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.

[0017] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144, the slot machine 100 transitions to a setting change mode, and the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages, for example, from 1 to 6. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six stages, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), ending the setting change mode and enabling the game to be played. The settings can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.

[0018] In the slot machine 100, when a game can be started and a specified number of medals are bet, the active line is activated and the operation of the start switch 118 is activated. Here, the bet includes any of the following: inserting medals credited through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay role on the active line, which will be described in detail later. The active line is a line for determining whether a winning role has been won, and there is one active line in this embodiment. As shown in FIG. 3(b), among the nine symbols (three reels × three rows, top, middle, and bottom) facing the symbol display window 108, the active line A is set to a line connecting the positions corresponding to the symbols stopped in the middle row of the left reel 110a, the lower row of the middle reel 110b, and the upper row of the right reel 110c. An invalid line is a line other than the valid line A that is not used to determine whether a winning role has been won, and that displays other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from only the pattern combination displayed on the valid line A. In this embodiment, six invalid lines B1, B2, B3, C1, C2, and D shown in Figure 3(b) are assumed.

[0019] When the start switch 118 is operated by the player, the game is started, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for a winning type is executed. After that, the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. When a winning combination that can receive a medal payout is achieved based on the result of the lottery for a winning type and the combination of the symbols displayed on the pay line A, the medal is paid out. When a winning combination that can receive a medal payout is not achieved or when a winning combination that can receive a medal payout is achieved but not won, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c are all stopped.

[0020] In this embodiment, the above-mentioned one game refers to a game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on a replay role being displayed on the pay line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in response to the operation of the start switch 118 by the player, and the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, and when a winning role that may be awarded with a medal is won, the medal is paid out. In addition, when a player does not win a prize type that can receive a medal payout or wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, and the right reel 110c all stop. However, the start of one game may be interpreted as the operation of the start switch 118 by the player instead of the insertion of a medal or the winning of a replay role. The number of times such one game is repeated is defined as the number of games. In addition, such a one game in which a prize type lottery is performed and a payout can be received once is sometimes called a basic game to distinguish it from a pseudo game (simulated game) described later. Here, whether the basic game is played alone or in combination with the pseudo game, the completion of the basic game is considered as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.

[0021] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Moreover, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.

[0022] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c which functions as a work area, and the like, and generally controls the entire slot machine 100. Note that even if the power is cut off, the main RAM 200c retains data without erasing it, unless a setting change is made and the RAM is cleared.

[0023] The main control board 200 also has functional sections such as an initialization means 300, a betting means 302, a winning type selection means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command transmission means 316, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.

[0024] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of a medal into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a executes various processes based on the received detection signals.

[0025] The initialization means 300 executes initialization processing in the main control board 200. The betting means 302 bets medals to be used in a game. The winning type selection means 304 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.

[0026] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. In addition, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c in the previous game to enabling the operation of the stop switches 120a, 120b, 120c by the player to display the lottery result of the winning type lottery (which is disabled by the completion of the operation of the stop switches 120a, 120b, 120c in the previous game) to a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time. In this embodiment, as a reel effect, the basic game may be interrupted in response to the operation of the start switch 118 in the basic game, the progress of the basic game may be delayed, and during that time, the reels 110a, 110b, and 110c may be controlled to rotate, and the reels 110a, 110b, and 110c may be controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c, to perform a pseudo game similar to the basic game. Note that the pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. In addition, as an example of the pseudo game, a predetermined pattern (for example, a pattern constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping patterns similar to those in the basic game or different rotation control and stopping patterns, thereby increasing the interest of the game.The temporary stop indicates a state where the reels 110a, 110b, and 110c appear to be stopped, but are not completely stopped by continuing to change the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates a control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop and the temporary stop are treated simply as stop in the sense that the reels do not rotate in one direction but maintain their positions, and both the stop control and the temporary stop control are treated simply as stop control in the sense that the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, the center reel 110b, and the right reel 110c.

[0027] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 306 in response to an operation signal from the stop switch 120.

[0028] The determination means 308 determines whether or not a symbol combination corresponding to a winning role is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as winning. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (winning). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.

[0029] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. The presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.

[0030] The command sending means 316 sequentially determines game-related commands associated with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.

[0031] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value, and resets the count value after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value (hereinafter referred to as a winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used to determine a gaming profit to be awarded to a player, for example, a winning type by the winning type lottery means 304.

[0032] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls performances in particular based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power supply is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random number value generated by the random number generator 202d (hereinafter referred to as performance lottery random number) is mainly used to determine the mode of performance.

[0033] In addition, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334 that function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.

[0034] The initialization determination means 330 executes initialization processing in the sub-control board 202. The command receiving means 332 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122, and determines the performance of the game performed by each device of the liquid crystal display unit 124, the speaker 128, and the performance lamp 126 based on the received command. Specifically, the performance control means 334 determines image data to be displayed on the liquid crystal display unit 124, and illumination data for the performance through illumination devices such as the performance lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and determines audio data constituting the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined performance of the game. The performance also includes auxiliary performance. The auxiliary performance is a performance that notifies the player of the correct operation mode of the stop switches 120a, 120b, and 120c, which is the winning condition of the correct role, when the selected winning type in which the correct role and the incorrect role overlap is won in the winning type lottery. With such an auxiliary performance, the player can easily display the symbol combination corresponding to the correct role on the effective line A. The correct role refers to a winning role that is more advantageous than the incorrect role, including not only the medal payout due to the winning role winning, but also all the game profits obtained by the winning role winning. The performance state in which such an auxiliary performance is executed is called an AT (assist time) performance state. In addition, a so-called ART game state in which the AT performance state and the RT (replay time) game state in which the winning probability of the replay role is high proceed in parallel may be used.

[0035] In the following, notification means managed by a board other than the main control board 200 including the sub-control board 202, such as the liquid crystal display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). In addition, the main notification means capable of executing the auxiliary performance and the other notification means may be collectively referred to as the auxiliary performance execution means. The performance state control means 314 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state. In particular, in this embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) capable of identifying the operation mode (batting order) is displayed on the main payout display unit 132, and as the other notification means, the operation order is notified through the liquid crystal display unit 124, the performance lamp 126, and the speaker 128.

[0036] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 is an explanatory diagram for explaining the winning type selection table.

[0037] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts a corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the winning type lottery random number obtained according to the operation signal of the start switch 118 based on the extracted winning type lottery table.

[0038] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. The replay combination is a combination that allows the player to play again without placing a new bet of medals when a symbol combination corresponding to the replay combination is displayed on the active line A. The small combination is a combination that allows the player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. The bonus combination is a combination that allows the game state managed by the game state control means 312 to be shifted to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.

[0039] As shown in FIG. 5, the winning combination in this embodiment includes a bonus combination of the winning combination "RBB". In addition, the winning combinations "Replay 1" to "Replay 4" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 38" are provided as small combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 6" may be abbreviated as "9-piece combination", the winning combination "Small combination 7" as "3-piece combination", and the winning combinations "Small combination 8" to "Small combination 38" as "1-piece combination".

[0040] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 306 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 306 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 306 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.

[0041] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Small role 1" to "Small role 6", "Small role 11", "Small role 12", "Small role 16" to "Small role 19", and "Small role 38" are arranged on each reel 110 so that they can be displayed on the activated line A by the above-mentioned stop control. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB", "Replay 4", "Small role 7" to "Small role 10", "Small role 13" to "Small role 15", and "Small role 20" to "Small role 37" are not necessarily arranged on the activated line A by the above-mentioned stop control, so that so-called missed wins may occur. Such a winning role may be expressed as PB≠1.

[0042] As shown in Fig. 6, in the winning type lottery table, multiple winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In Fig. 6, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (internal RBB), game state during RBB operation (operating RBB)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of multiple game states is stored in the main ROM 200b. "◎" indicates a winning type that allows the lottery to be performed to move to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to be performed to move to an advantageous zone.

[0043] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of pieces of pieces from the winning area with the highest number in the winning type lottery table based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. In addition, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.

[0044] Here, we will add some details about the winning combination "RBB". A specified first-class special role (RB) is a role that increases the number of combinations of symbols related to winning every specified number, or increases the probability of the condition device related to winning every specified number activating, and is capable of activating in a predetermined case and continuing to operate until the result of the game is obtained not more than 12 times. Here, the condition device is a device whose operation is a necessary condition for the display of a combination of symbols related to winning, replay, the operation of a role, or the operation of a role continuous operation device, and is activated when a winning type lottery (a lottery by a computer executed in the gaming machine) is won, that is, it means a winning flag.

[0045] According to the winning type lottery table in Figure 6, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the pay line A, and no medals will be paid out, etc.

[0046] In addition, winning area 1 is associated with a winning type "Bell ALL" which includes the winning roles "Small Role 1" to "Small Role 38" in duplicate, and winning area 2 is associated with a winning type "1-coin ALL" which includes the winning roles "Small Role 8" to "Small Role 38" in duplicate.

[0047] In addition, the winning areas 3 to 13 are associated with the winning types "Reach Eye 1" to "Reach Eye 11", which include a winning combination of "1 coin combination" with a payout of 1 coin. In the following, the 11 winning types of the winning areas 3 to 13 may be simply referred to as the winning types "Reach Eye".

[0048] In addition, the winning area 14 is associated with the winning type "Cherry A" which includes the winning role "Small role 14" with a payout of one coin, the winning role "Small role 32", the winning role "Small role 33", the winning role "Small role 36", and the winning role "Small role 38" in overlapping fashion, and the winning area 15 is associated with the winning type "Cherry B" which includes the winning role "Small role 7" with a payout of three coins and the winning role "Small role 36" with a payout of one coin in overlapping fashion. In the following, the two winning types in the winning areas 14 and 15 may be simply referred to as the winning type "Cherry".

[0049] In addition, the winning regions 16 to 31 are associated with the selected winning types (winning types "batting order bell A3" to "batting order bell A6", winning types "batting order bell B3" to "batting order bell B6", winning types "batting order bell C3" to "batting order bell C6", winning types "batting order bell D3" to "batting order bell D6") that overlap with either of the correct combinations (winning combinations "small combination 1" to "small combination 6") that result in nine coins being paid out, and either of the incorrect combinations (winning combinations "small combination 16" to "small combination 35") that result in one coin being paid out. In the following, the 16 winning types in the winning regions 16 to 31 may be simply referred to as the winning type "batting order bell".

[0050] In addition, winning area 32 is associated with a winning type "common bell 1" which includes overlapping winning roles "small role 1", "small role 17", and "small role 18", winning area 33 is associated with a winning type "common bell 2" which includes overlapping winning roles "small role 2", "small role 17", and "small role 18", and winning area 34 is associated with a winning type "common 1 coin" which includes overlapping winning roles "small role 8" to "small role 13", "small role 15", and "small role 36" to "small role 38".

[0051] In addition, winning area 35 is associated with a winning type "Replay A" that includes the winning roles "Replay 1" to "Replay 4" in overlapping fashion, and winning area 36 is associated with a winning type "Replay B" that includes the winning roles "Replay 1," "Replay 2," and "Replay 4" in overlapping fashion.

[0052] In addition, the winning area 37 is associated with the winning type "RBB" which includes the winning role "RBB" alone, the winning areas 38 to 40 are associated with the winning types "RBB reach eye 1" to "RBB reach eye 3" which include the winning role "RBB" and any of the winning roles "1-coin role" with a payout of 1 coin overlapping, the winning area 41 is associated with the winning type "RBB Cherry A" which includes the winning role "RBB", the winning role "small role 14" with a payout of 1 coin overlapping, the winning role "small role 32", the winning role "small role 33", the winning role "small role 36", and the winning role "small role 38" overlapping, and the winning area 42 is associated with the winning type "RBB common 1 coin" which includes the winning role "RBB" and the winning roles "small role 8" to "small role 13", "small role 15", and "small role 36" to "small role 38" overlapping.

[0053] In addition, when a winning type that includes multiple overlapping winning roles is won, the winning conditions for which winning role corresponding to the symbol combination to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0054] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0055] For example, when the winning type "Reach Eye 1" in the winning area 3 is won and an operation is performed in the correct operation mode (batting order 1, 2), the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 13", which is a correct role with a payout of one coin, is preferentially displayed on the effective line A. Also, when an operation is performed in the batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of one coin, is always displayed on the effective line A. Also, when each winning type in the winning areas 4 to 14 is won, as with the winning type "Reach Eye 1" in the winning area 3, when an operation is performed in the correct operation mode (batting order 1, 2), the stop control is performed so that the symbol combination corresponding to the correct role with a payout of one coin is preferentially displayed on the effective line A, and when an operation is performed in the batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of one coin, is always displayed on the effective line A.

[0056] In addition, when the winning type "batting order bell A3" in the winning area 16 is won and an operation is performed in the correct operation mode (batting order 3), the stop control is performed so that the symbol combination corresponding to the winning role "small role 3", which is a correct role with a payout of 9 coins, is preferentially displayed on the effective line A. In addition, when an operation is performed in the batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1 coin role", which is an incorrect role with a payout of 1 coin, is displayed on the effective line A with a probability of 1 / 1, 1 / 2, or 1 / 4.

[0057] The winning probability (number of pieces) of each winning type in the winning areas 16 to 31 is set to be equal. Since a player usually cannot know which winning type he / she has won, the above-mentioned winning areas 16 to 31 are provided to make it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB ≠ 1).

[0058] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned off after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.

[0059] (Game state transition) Here, the transition of the game state will be explained with reference to FIG. 7. Here, multiple game states are prepared, such as a non-internal game state, a game state in the RBB, and a game state in the RBB operation. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending. The types of winnings that can be won in each game state are represented by "◎" or "○" in FIG. 6.

[0060] The non-internal game state is a game state that corresponds to an initial state in a plurality of game states. In such a non-internal game state, the winning probability of a replay role is set to about 1 / 7.3. In addition, in the non-internal game state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 30). The game state control means 312 transitions the game state in response to the winning of the winning role "RBB". For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the game state control means 312 transitions the game state to a game state in which RBB is operating (1).

[0061] In the game state with the RBB in operation, the winning probability of the replay role is set to 0. In this game state with the RBB in operation, the winning type "Bell ALL" is set in the winning area 1, and "1 coin ALL" is set in the winning area 2 as the possible winning types. When the winning type "Bell ALL" is won, a symbol combination corresponding to any of the winning roles "Small role 1" to "Small role 38" is displayed on the effective line A, and when the winning type "1 coin ALL" is won, the symbols are stopped and controlled so that a symbol combination corresponding to any of the winning roles "Small role 8" to "Small role 38" is displayed on the effective line A. Here, the expected number of coins to be won per unit of play in the game state with the RBB in operation is lowered by the configuration of such a small role.

[0062] When the end condition of the RBB operation gaming state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 312 transitions the gaming state to a non-internal gaming state (2).

[0063] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the activated line A, the game state control means 312 transitions the game state to an RBB internal game state (3).

[0064] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 7.3. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.

[0065] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing auxiliary performance in the AT performance state in the RBB internal game state, medals can be easily won. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, so that there are fewer chances of winning the correct combination than in the AT performance state in other game states, and it is difficult for the player to increase the medals he owns. Therefore, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal winning performance.

[0066] (Transition of performance state) 8 is an explanatory diagram for explaining the transition of the presentation state. The presentation state transition caused by the presentation state control means 314 in the main control board 200 will be described in detail below.

[0067] Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to the instruction function, that is, a game zone advantageous to a player, including a game zone in which an auxiliary performance (instruction function) is executed, is defined as an advantageous zone. Note that the advantageous zone is a game zone in which, when an auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance in the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 only when the content of the instruction is displayed on the main notification means so that the main control board 200 can identify it. Also, unlike the advantageous zone, a game zone in which the auxiliary performance (instruction function) cannot be executed is defined as a non-advantageous zone. Therefore, a plurality of performance states belong to either an advantageous zone or a non-advantageous zone, which are game zones. In this embodiment, almost all performance states belong to an advantageous zone, and a non-advantageous zone is realized in some performance states (here, non-advantageous performance states).

[0068] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selected winning type in which the payout for the correct role is the maximum (here, 9 coins), when an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in the winning of the correct role, the fact must be notified, for example, by lighting up the zone indicator 160.

[0069] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.

[0070] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, the advantageous zone is forcibly terminated when the following termination conditions are met, regardless of such management. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of stay games reaches 1500 games or 3000 games, or MY exceeds 2400). Note that MY indicates the difference number of coins when the difference number is set to 0 when it is the lowest. Note that in a medal-less gaming machine that can proceed with the game without the intervention of actual medals while maintaining the playability of the slot machine, there is no need to set a limit on the number of stay games, so the advantageous zone is forcibly terminated based on MY exceeding 2400 coins in the advantageous zone. In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.

[0071] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.

[0072] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by moving to the advantageous zone, the player can proceed with the game more advantageously than in the non-advantageous zone. Here, as the performance states of the advantageous zone, there are provided a normal performance state, a premonition performance state, an AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different gameplay. Each performance state will be explained individually below.

[0073] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is the presentation state that is likely to be in at the start of the game among multiple presentation states. The presentation state control means 314 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the AT presentation state, and the presentation state control means 314 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 314 transitions the presentation state to a premonition presentation state that corresponds to the previous stage of the AT presentation state (1), and causes the presentation control means 334 to execute a premonition presentation that increases the expectation that the transition to the AT presentation state has been decided. In addition, even if the AT lottery is not won, the presentation state control means 314 may cause the presentation control means 334 to execute a premonition presentation while maintaining the normal presentation state, so that the player can expect that the transition to the AT presentation state has been decided. In addition, the presentation state control means 314 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 314 transitions the presentation state to a premonition presentation state (1).

[0074] (Premonition performance state) The premonition performance state belongs to the advantageous zone, and is a performance state in which the premonition performance is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The premonition performance (real premonition performance) executed in the premonition performance state and the premonition performance (false premonition performance) executed in the normal performance state are similar in display mode and number of continuous games. Therefore, the player cannot tell which performance state he is in just by watching the premonition performance. However, the premonition performance executed in the premonition performance state is different from the premonition performance executed in the normal performance state in that the result that the transition to the AT performance state has been decided is finally notified. Therefore, the player will hope that the premonition performance state is one in which the result that the transition to the AT performance state has been decided is notified in the premonition performance. Then, the performance state control means 314 always transitions the performance state to the AT performance state when the premonition performance state ends (2). That is, if the premonition performance is executed in the premonition performance state, the performance state will always transition to the AT performance state. In this respect, the premonition presentation state is more advantageous to the player than the normal presentation state. Also, the decision to transition to the premonition presentation state is synonymous with the decision to transition to the subsequent AT presentation state, and transitioning to the premonition presentation state (i.e., transitioning to the AT presentation state) and, as another example, directly transitioning to the AT presentation state are sometimes referred to as transitioning to a specific presentation state.

[0075] (AT performance state) The AT presentation state belongs to an advantageous zone, and the auxiliary presentation is executed until a predetermined end condition is met, for example, until the difference between the number of medals inserted (the number of medals bet) and the number of medals paid out reaches a predetermined difference (300 medals or 100 medals). In the AT presentation state, the presentation state control means 314 performs a lottery for adding the difference in the number of medals with a probability corresponding to the winning type determined by the winning type lottery. When the addition lottery is won, the presentation state control means 314 adds the winning difference in the number of medals to the predetermined difference in the number of medals, which is the ending condition. In this way, the ending condition of the AT presentation state changes. Then, when the predetermined ending condition is met, the presentation state control means 314 transitions the presentation state to the normal presentation state (3).

[0076] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the AT presentation state, and when the premonition presentation starts, hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the AT presentation state is not notified in the premonition presentation, the normal presentation state continues, and if the transition to the AT presentation state is notified in the premonition presentation, the AT presentation state is executed after the premonition presentation state ends.

[0077] When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (3), but may transition the presentation state to a non-advantageous presentation state (4) and reset the advantageous zone. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, the player is not able to tell whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.

[0078] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 314 determines the transition to the advantageous section with a probability of about 1 / 2 for each play, and when the transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of stays in the non-advantageous presentation state is often short-term (a few plays).

[0079] (Distribution performance status) The allocation presentation state belongs to the advantageous zone, and is always passed through when moving from the non-advantageous zone to the advantageous zone, and is maintained for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 314, for example, determines a transition to the premonition presentation state with a probability of 1 / 10 and transitions the presentation state to the premonition presentation state (6), or determines a transition to the normal presentation state with a probability of 9 / 10 and transitions the presentation state to the normal presentation state (7). However, the ratio of such allocation is not limited to premonition presentation state:normal presentation state=1:9, and can be determined arbitrarily.

[0080] If the premonition presentation state is determined in the distribution presentation state, the presentation state will always transition to the AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if the premonition presentation state is not determined in the distribution presentation state, the presentation state will be the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery is made different depending on the route to the normal presentation state. For example, as described above, when the presentation state transitions directly from the AT presentation state to the normal presentation state (3), the presentation state control means 314 performs the AT lottery with a low probability (for example, 1 / 4000) in the normal presentation state that transitioned from the AT presentation state (not transitioned from the non-advantageous presentation state).

[0081] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the allocation presentation state to the normal presentation state due to the transition from the non-advantageous section to the advantageous section (7), the presentation state control means 314 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will be won eventually. Note that here, two patterns of low probability (for example, 1 / 4000) and high probability (for example, 1 / 8) have been given as the winning probability of the AT lottery, but it is also possible to provide three or more patterns for the winning probability, and perform the AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., as long as it is easier to determine a transition to an AT presentation state in a normal presentation state transitioned from a non-advantageous presentation state than in a normal presentation state not transitioned from a non-advantageous presentation state, and for example, if the winning probability of the AT lottery in a normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in a normal presentation state not transitioned from a non-advantageous presentation state, the winning probability can be set arbitrarily.

[0082] However, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won, the presentation state control means 314 does not immediately transition to the premonition presentation state, but instead keeps the normal presentation state for, for example, a block period of 96 games after the distribution presentation state ends, and prohibits transition to the AT presentation state. Specifically, the presentation state control means 314 turns on the present premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The present premonition permission flag is a flag indicating whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the present premonition permission flag is turned on, it remains in the ON state until transition to the premonition presentation state, so even if the AT lottery is won thereafter, the present premonition permission flag remains in the ON state. Note that, when transitioning from the distribution presentation state to the normal presentation state, the presentation state control means 314 determines the number of games within 96 games by lottery, and sets it as the block period. However, the block period is set so that 96 games are often selected.

[0083] The presentation state control means 314 counts the number of plays after the allocation presentation state ends, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON or not. Then, when the block period has elapsed (reaching a predetermined number of plays corresponding to the block period) and the premonition permission flag is ON, the presentation state control means 314 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the premonition presentation state will not be transitioned to unless at least 96 plays corresponding to the block period are consumed.

[0084] In this way, if the player goes through the non-advantageous performance state (non-advantageous zone), the player can obtain the following benefits. That is, with a probability of 1 / 10, the player immediately transitions to the premonition performance state, and then transitions to the AT performance state via the premonition performance state, or with a probability of 9 / 10, the player transitions to the normal performance state, and then the premonition performance is executed after the block period has elapsed, and then transitions to the AT performance state via the premonition performance state. Then, after the non-advantageous performance state and the allocation performance state end, for example, the premonition performance begins after 0 to 96 games have elapsed, and after the premonition performance ends, that is, after the non-advantageous performance state and the allocation performance state end, for example, after 32 to 128 games have elapsed, the player transitions to the AT performance state. In this way, winning the AT lottery with a high probability for a predetermined number of games is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to the non-advantageous performance state (non-advantageous zone), that is, to reset the advantageous zone.

[0085] Here, when passing through a non-advantageous presentation state, that is, when moving from a non-advantageous zone to an advantageous zone, a normal presentation state that is likely to transition to an AT presentation state is adopted, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the AT presentation state will be executed again (pulled back) until 128 games have passed. Therefore, the player will continue playing in the hope of the AT presentation state being pulled back after the AT presentation state ends, and the operation rate of the slot machine 100 can be improved.

[0086] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 executes a chance zone with an increased probability of winning the AT lottery over multiple games every time a predetermined number of games are consumed, just like the normal presentation state transitioned from the AT presentation state. When the AT lottery is won in such a chance zone, regardless of whether it is in the above-mentioned block period or not, the presentation state control means 314 transitions the presentation state to a premonition presentation state. In addition, in the normal presentation state transitioned from the non-advantageous presentation state, it should be possible to transition to the premonition presentation state after the block period has elapsed. In that case, by deciding to transition to the AT presentation state by itself, the AT presentation state that should have been acquired will be lost instead, and there is a risk that the player's motivation to play will be reduced. Therefore, when the AT lottery is won by itself in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state again after the end of the subsequent AT presentation state (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the AT presentation state to be executed at least twice.

[0087] In this embodiment, as described above, when the AT presentation state ends, the presentation state control means 314 may directly transition the presentation state to a normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is that a transition to an AT presentation state with a predetermined gaming profit is won in the AT lottery. For example, there are multiple types of AT presentation states with different probabilities of the number of continued plays and the number of difference coins. When a specific AT presentation state is won, the presentation state control means 314 always transitions the presentation state to a non-advantageous presentation state after the AT presentation state ends (4). In addition, even if a specific AT presentation state is not won, the presentation state control means 314 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the AT presentation state ends (4).

[0088] Here, the advantageous zone is reset once. Therefore, the player can move to the AT performance state with high gaming profits with a relatively small number of games from the start of the number of games allowed in the advantageous zone, for example, 1500 games or 3000 games, and can obtain gaming profits by effectively using the number of games allowed in the advantageous zone.

[0089] In addition, in this embodiment, as described above, when the AT lottery is won in the normal presentation state after the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the premonition presentation state (1). However, when the number of stays in the normal presentation state reaches a predetermined number of plays (for example, 600 plays) without transitioning to the AT presentation state, and the AT lottery is won in the normal presentation state, the presentation state control means 314 finally decides to transition to the non-advantageous presentation state, and, without transitioning the presentation state to the premonition presentation state, performs a premonition presentation (false premonition presentation) to notify that the AT presentation state has not been directly transitioned to, and then transitions to the special premonition presentation state (9). Here, the predetermined transition condition for determining the transition to the non-advantageous performance state (non-advantageous zone) is described as winning the AT lottery in the normal performance state after the number of games stayed in the normal performance state reaches a predetermined number of games (for example, 600 games), but the predetermined transition condition is not limited to this case, and may be winning the AT lottery in the normal performance state after the number of games stayed in the advantageous zone reaches a predetermined number of games. Also, instead of or in addition to the above, the predetermined transition condition may be winning the AT lottery again in the normal performance state after the number of games stayed in the normal performance state reaches a predetermined number of games (for example, 871 games) (so-called ceiling function), or winning the AT lottery again based on not winning the AT lottery in the chance zone (CZ).

[0090] (Special premonition state) The special premonition performance state belongs to an advantageous zone and is a performance state that stays for a predetermined number of games (for example, 10G), and a special performance state lottery is performed and a premonition performance that indicates the expected probability of transition to the special performance state is executed. Here, the special performance state lottery is a lottery for adding the difference number, and the transition to the special performance state is determined by adding the difference number one or more times. The performance state control means 314 performs a special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the gaming profit differs stably and stepwise depending on the setting value. For example, in two arbitrarily extracted setting values, the higher setting value is designed to have a higher probability of adding the difference number by the special performance state lottery than the lower setting value. Therefore, for example, the expected number of added winnings is 100 for setting 1 and 200 for setting 6, and a gameplay in which it is relatively easy to obtain gaming profits with the higher setting value can be configured. When the special presentation state lottery is won, the presentation state control means 314 sets the cumulative total of the added difference number (ending number) as the end condition of the special presentation state, and shifts the presentation state to the special presentation state (10). Also, if the special presentation state lottery is not won, the presentation state control means 314 shifts the presentation state directly to the non-advantageous presentation state (11). Note that, here, an example in which the difference number is added by the special presentation state lottery in the special presentation state has been described, but this is not limited to such a case, and a predetermined difference number may be added, or the difference number may be added by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example in which the difference number is added in the special presentation state has been described, but this is not limited to such a case, and the number of winnings (number of payouts) or the number of continued games may be added.

[0091] (Special performance state) The special presentation state (special state) belongs to the advantageous zone, and the auxiliary presentation is executed until a predetermined end condition is satisfied. The end condition is, for example, that the provision of the game profit determined before the start of the special presentation state, such as the acquired difference number reaching the end number, is completed during the special presentation state. For example, at the end of the special premonition presentation state (at the start of the special presentation state), the end number (the cumulative total of the added difference number) is determined by a special presentation state lottery in the special premonition presentation state. Then, when the end number is provided to the player in the special presentation state (when the acquired difference number reaches the end number), the end condition is satisfied, and the special presentation state ends. Here, the end number is not changed in the special presentation state (the special presentation state is not extended). Then, when the predetermined end condition is satisfied, the presentation state control means 314 shifts the presentation state to a non-advantageous presentation state (12).

[0092] If the player wins the AT lottery after the number of stay plays in the normal presentation state exceeds a predetermined number of plays (for example, 600 plays), the player will always transition to a non-advantageous presentation state via a special premonition presentation state (11), (12), and as a result, the player can transition to the AT presentation state. Here, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state and resets the advantageous zone once, so that the player can transition to an AT presentation state with high gaming profits from the start of the number of stay plays allowed in the advantageous zone, for example, 1500 plays or 3000 plays, and it becomes possible to obtain gaming profits by effectively utilizing the number of stay plays allowed in the advantageous zone.

[0093] In addition, since the normal presentation state, which is reached by passing through the special presentation state, non-advantageous presentation state, and allocation presentation state, has a higher probability of winning the AT lottery than the normal presentation state which is reached directly from the AT presentation state, a predetermined display is made on the liquid crystal display unit 124 to indicate that there is a high possibility of transitioning to the AT presentation state so that the player can understand this.

[0094] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 600 games) in the normal performance state, the AT lottery is won after the number of stay games exceeds a predetermined number of games, and in the case where the AT lottery is won before the predetermined number of games, the game profit is not very different from the viewpoint that the AT performance state can be executed once, although the advantageous zone is reset. In the latter case, the AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the AT performance state is often started after waiting for the passage of a further block period. In that case, it can be said that the game profit is smaller in the former case, since medals are consumed in the normal game state until the transition to the AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds a predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if the lottery is won, additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.

[0095] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the AT performance state.

[0096] In addition, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the AT performance state, and the special performance state is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins to be won in the AT performance state becomes large, the special performance state can absorb the fluctuation, and the design value of the expected number of coins to be won in the AT performance state can be increased while further suppressing the fluctuation range of the expected number of coins to be won according to the set value.

[0097] Also, when the AT presentation state is ended and the normal presentation state is directly transitioned to (3), and the number of games played in the normal presentation state reaches a predetermined number of games (e.g., 871 games) without transitioning to the AT presentation state (so-called ceiling function), the presentation state control means 314 resets the advantageous section and transitions the presentation state to the non-advantageous presentation state (13). Then, as described above, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 0 to 96 games have elapsed, the premonition presentation starts, and after the premonition presentation ends, that is, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 32 to 128 games have elapsed, the presentation state can be transitioned to the AT presentation state. Therefore, if the game is continued in the normal presentation state without transitioning to the AT presentation state, the AT presentation state will be transitioned to within a predetermined number of games (e.g., 999 games). With this ceiling function, the player can have a sense of security that he or she can receive a rescue measure even if he or she is unlucky and consumes a lot of medals. In addition, once the normal presentation state has been played to a certain extent, the expected number of coins to be won if the player continues playing increases, and the player will continue playing up to the ceiling (for example, 999 plays), thereby improving the operating rate of the slot machine 100.

[0098] In addition, the predetermined number of plays (for example, 96 to 871 plays) in such a ceiling function is determined at the following timing. For example, in the case of directly transitioning from the AT presentation state to the normal presentation state (3), the presentation state control means 314 determines the predetermined number of plays (for example, 96 to 871 plays) of the ceiling function in the normal presentation state at the time of transition from the AT presentation state to the normal presentation state. In addition, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state (7), the presentation state control means 314 determines the predetermined number of plays (for example, 96 to 871 plays) of the ceiling function in the normal presentation state at the time of transition from the allocation presentation state to the normal presentation state. However, unlike the case of transitioning from the AT presentation state to the normal presentation state, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state, there is a high probability of winning the AT lottery, so in many cases the omen presentation state is transitioned to after the block period has elapsed, and the ceiling function is rarely executed.

[0099] In the above embodiment, the winning probability of the AT lottery in the normal presentation state is high (e.g., 1 / 8) when the non-advantage presentation state transitions to the normal presentation state, and low (e.g., 1 / 4000) when the AT presentation state transitions directly to the normal presentation state, but this is not limited to the above case. For example, when the AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery at the start of the normal presentation state is low, but it may transition to a high probability by a promotion lottery, or may transition to a low probability by a demotion lottery. In addition, when the AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.

[0100] In the above embodiment, the number of stays in the normal performance state that can be shifted to the special performance state is set to 600, and the ceiling of the ceiling function is set to 871, assuming that the number of stays allowed in the advantageous zone is 1500. However, this is not the only case. In the case where the number of stays allowed in the advantageous zone is 3000, the number of stays in the normal performance state that can be shifted to the special performance state and the ceiling of the ceiling function may be set to a higher value, for example, 1200 or 2000, to increase the expected number of coins to be won in the AT performance state. In addition, as described above, in a medalless gaming machine, there is no need to set a limit on the number of stays (1500 or 3000), and the advantageous zone is forcibly terminated based on the fact that MY exceeds 2400 coins in the advantageous zone. Therefore, in a medalless gaming machine, for example, the difference in number of coins in the normal performance state that can transition to the special performance state may be set to 900 coins, and the ceiling of the ceiling function may be set to 1200 coins, as long as the value of the advantageous zone MY counter that counts the difference in number of coins (MY) in the advantageous zone does not reach 2400 coins. In this way, the number of games that is the condition can be determined arbitrarily.

[0101] Specific processing in the main control board 200 and the sub-control board 202 will be described below with reference to a flowchart.

[0102] (CPU initialization process of main control board 200) 9 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0103] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required for executing various processes.

[0104] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.

[0105] (Step S100-5) The main CPU 200a judges whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0106] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.

[0107] (Step S100-9) The main CPU 200a executes the processes required to permit access to the main RAM 200c.

[0108] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum, and judges whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power off, and whether the backup is abnormal. If the main CPU 200a judges that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and if it judges that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.

[0109] (Step S100-13) The main CPU 200a judges whether the backup abnormality flag is on. If it is judged that the backup abnormality flag is on, the process proceeds to step S110, and if it is judged that the backup abnormality flag is not on, the process proceeds to step S120.

[0110] (Step S110) The main CPU 200a executes a cold start process, which will be described later.

[0111] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0112] (Step S130) The main CPU 200a executes a state restoration process to restore the state immediately before the power was turned off, as will be described later.

[0113] FIG. 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0114] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c, and executes a used area RAM check process to detect any abnormality in the used area.

[0115] (Step S110-3) The main CPU 200a clears the separate area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the separate area. If an abnormality is detected in the separate area in the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.

[0116] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.

[0117] (Step S110-7) The main CPU 200a judges whether an abnormality has been detected in the above step S110-1. If it is judged that an abnormality has been detected in the above step S110-1, the process proceeds to step S112, and if it is judged that an abnormality has not been detected in the above step S110-1, the process proceeds to step S110-9.

[0118] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.

[0119] (Step S110-11) The main CPU 200a judges whether the RAM read / write error flag is on. If it is judged that the RAM read / write error flag is on, the process proceeds to step S112, and if it is judged that the RAM read / write error flag is not on, the process proceeds to step S120.

[0120] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.

[0121] (Step S110-13) The main CPU 200a sets an error code "E7" which indicates a backup error.

[0122] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error, which will be described later.

[0123] FIG. 11 is a flowchart illustrating the error stop processing (S112) in the main control board 200.

[0124] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.

[0125] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and an alarm sound.

[0126] (Step S112-5) The main CPU 200a sets external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.

[0127] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5 above.

[0128] (Step S112-9) The main CPU 200a goes into a permanent loop, which stops the progress of the game.

[0129] FIG. 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0130] (Step S120-1) The main CPU 200a acquires a signal from the input port 1, and judges whether the set value switching condition is satisfied based on the acquired signal from the input port 1. As a result, if it is judged that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is judged that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal from the input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is judged that the set value switching condition is satisfied when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.

[0131] (Step S120-3) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0132] (Step S120-5) The main CPU 200a executes a table content setting process for transferring table data of the setting value switching data table to the main RAM 200c.

[0133] (Step S120-7) The main CPU 200a sets in the transmission buffer a setting change start command, which indicates the start of changing the setting value.

[0134] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0135] (Step S120-11) The main CPU 200a obtains setting value data indicating the current setting values.

[0136] (Step S120-13) The main CPU 200a judges whether the on-edge of the setting change switch has been detected in the above step S120-9. If it is judged that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is judged that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.

[0137] (Step S120-15) The main CPU 200a increments the setting value data by one.

[0138] (Step S120-17) The main CPU 200a judges whether the set value data is within the range (1 to 6) that can be set as a set value. If it is judged that the set value data is within the range, the process proceeds to step S120-21, and if it is judged that the set value data is not within the range, the process proceeds to step S120-19.

[0139] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0140] (Step S120-21) The main CPU 200a updates the setting value data to the value incremented or set in the above step S120-15 or step S120-19.

[0141] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value in the main credit display section 130.

[0142] (Step S120-25) The main CPU 200a judges whether the on edge of the setting change switch has been detected. If it is judged that the on edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is judged that the on edge of the setting change switch has been detected, the process proceeds to step S120-27.

[0143] (Step S120-27) The main CPU 200a judges whether the setting change switch is on. If it is judged that the setting change switch is on, the process proceeds to step S120-27, and if it is judged that the setting change switch is not on, the process proceeds to step S120-29.

[0144] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.

[0145] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer counts down to 0.

[0146] (Step S120-33) The main CPU 200a judges whether or not it has detected an on-edge of the start switch 118. As a result, if it is judged that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is judged that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.

[0147] (Step S120-35) The main CPU 200a judges whether the setting key is off, and if it is judged that the setting key is off, the process proceeds to step S120-35, and if it is judged that the setting key is not off, the process proceeds to step S120-37.

[0148] (Step S120-37) The main CPU 200a judges whether the setting key is on, and if it is judged that the setting key is on, the process proceeds to step S120-37, and if it is judged that the setting key is not on, the process proceeds to step S122.

[0149] (Step S122) The main CPU 200a executes an initialization start process to start the initialization start, which will be described later.

[0150] FIG. 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0151] (Step S122-1) The main CPU 200a sets in the transmission buffer a setting change end command indicating that the change of the setting value has been completed.

[0152] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.

[0153] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.

[0154] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.

[0155] (Step S122-9) The main CPU 200a executes a setting change RAM clear process for clearing another area of ​​the main RAM 200c.

[0156] (Step S122-11) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.

[0157] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in a transmission buffer.

[0158] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.

[0159] FIG. 14 is a flowchart illustrating the state restoration process (S130) in main control board 200.

[0160] (Step S130-1) The main CPU 200a restores the stack pointer.

[0161] (Step S130-3) The main CPU 200a executes an unused area clear process to clear unused areas in the main RAM 200c.

[0162] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.

[0163] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.

[0164] (Step S130-9) The main CPU 200a executes a port input process for updating the image of the input port.

[0165] (Step S130-11) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit, based on the image of the input port updated in step S130-9.

[0166] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.

[0167] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operation state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating=3, rotating steadily=2, stopped=1, and waiting=0 according to the operation state of the stepping motor 152.

[0168] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it is determined that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-19.

[0169] (Step S130-19) The main CPU 200a executes a rotation error process that performs settings when an error is detected in the reels 110a, 110b, and 110c.

[0170] (Step S130-21) The main CPU 200a restores the saved register group.

[0171] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, whereby the main CPU 200a restores to the state it was in immediately before the power was turned off.

[0172] FIG. 15 is a flowchart illustrating the game start process (S200) in the main control board 200.

[0173] (Step S200-1) The main CPU 200a executes a re-play state identification signal output setting process for outputting a re-play state identification signal indicating whether or not a re-play is being performed.

[0174] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).

[0175] (Step S200-5) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S200-3 above.

[0176] (Step S200-7) The main CPU 200a sets a game start wait timer.

[0177] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer counts down to 0.

[0178] (Step S200-11) The main CPU 200a executes a one-game RAM clear process for clearing an area to be cleared for each game among the used areas in the main RAM 200c.

[0179] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.

[0180] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0181] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.

[0182] FIG. 16 is a flow chart for explaining the medal insertion process (S210) in the main control board 200. As shown in FIG.

[0183] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0184] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.

[0185] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.

[0186] (Step S210-7) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in step S210-5 above. If it is determined that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-16, and if it is determined that at least one of the front upper door 104 and the front lower door 106 is not closed, the process proceeds to step S210-9.

[0187] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.

[0188] (Step S210-11) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0189] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.

[0190] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.

[0191] (Step S210-16) The main CPU 200a performs a complete function operation determination process, which will be described later.

[0192] (Step S210-17) When a credit switch (not shown) for paying back the accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back the accumulated medals.

[0193] (Step S210-19) The main CPU 200a executes a process related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the reserved number is subtracted by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, the amount is added to the reserved number.

[0194] (Step S210-21) The main CPU 200a executes a medal acquisition process for checking whether the number of inserted medals is a specified number.

[0195] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a judges whether the number of inserted coins is equal to the specified number. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-1. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-25.

[0196] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.

[0197] (Step S210-27) The main CPU 200a judges whether or not it has detected a falling edge (pressing) of the start switch 118. As a result, if it is judged that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is judged that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.

[0198] (Step S210-29) The main CPU 200a clears the main payout display unit buffer to clear the display of the main payout display unit 132.

[0199] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process for clearing the re-play state identification signal.

[0200] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing for turning off (extinguishing) the start indicator.

[0201] (Step S210-35) The main CPU 200a sets a lever press command, which indicates that the start switch 118 has been pressed, in the transmission buffer.

[0202] (Step S220) The main CPU 200a executes an internal lottery process for carrying out a lottery for determining the type of winning, which will be described later.

[0203] FIG. 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0204] (Step S220-1) The main CPU 200a acquires the setting value data.

[0205] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.

[0206] (Step S220-5) The main CPU 200a judges whether the setting value data acquired in the above step S220-1 is abnormal. If it is judged that the setting value data is abnormal, the process proceeds to step S112, and if it is judged that the setting value data is not abnormal, the process proceeds to step S220-7.

[0207] (Step S220-7) The main CPU 200a obtains the winning type lottery random number updated by the random number generator 200d.

[0208] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a game state.

[0209] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0210] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.

[0211] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes a lottery data acquisition process for shifting the winning area by one.

[0212] (Step S220-17) The main CPU 200a judges whether or not to hold a prize type lottery. If it is judged that a prize type lottery will not be held, the process proceeds to step S220-21. If it is judged that a prize type lottery will be held, the process proceeds to step S220-19.

[0213] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.

[0214] (Step S220-21) The main CPU 200a judges whether the subtraction result in the above step S220-19 is negative, that is, whether the winning area has been won by the winning type lottery. If it is judged that the winning type lottery has been won, the process proceeds to step S230, and if it is judged that the winning type lottery has not been won, the process proceeds to step S220-23.

[0215] (Step S220-23) The main CPU 200a judges whether the winning type lottery has ended. If it is judged that the winning type lottery has not ended, the process proceeds to step S220-15. If it is judged that the winning type lottery has ended, the process proceeds to step S220-25.

[0216] (Step S220-25) The main CPU 200a clears the trigger role type.

[0217] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0218] FIG. 18 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.

[0219] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process for setting the game state to an internal game state if the acquired winning area includes a bonus combination.

[0220] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.

[0221] (Step S230-5) The main CPU 200a determines (sets) a winning combination group based on the winning region acquired in step S230-1. Depending on the determined winning combination group, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.

[0222] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in the above step S230-3.

[0223] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.

[0224] (Step S231) The main CPU 200a executes an execution flag setting process which sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.

[0225] (Step S230-13) The main CPU 200a sets a presentation command, which is a command related to the advantageous zone, in a transmission buffer.

[0226] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.

[0227] (Step S230-17) The main CPU 200a checks the timer for one game.

[0228] (Step S230-19) The main CPU 200a sets in the transmission buffer a pre-reel spin command indicating that the reels 110a, 110b, and 110c have not yet spun.

[0229] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.

[0230] (Step S236) The main CPU 200a executes a reel performance process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls a provisional stop of a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c, and turns off a pseudo game execution flag when all the reels 110a, 110b, and 110c are provisionally stopped or when they start rotating through a random delay process after the provisional stop ends.

[0231] (Step S230-23) The main CPU 200a judges whether the 1-game timer is not 0. As a result, if it is judged that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is judged that the 1-game timer is 0, the process proceeds to step S230-25.

[0232] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to accelerating to start the rotation of each reel, and the one-play timer is set to a value equivalent to 4.1 seconds.

[0233] (Step S230-27) The main CPU 200a sets in the transmission buffer a reel start command indicating that the reels 110a, 110b, and 110c have started spinning.

[0234] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.

[0235] FIG. 19 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.

[0236] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.

[0237] (Steps S232 to S238) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being shifted to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.

[0238] 20 is a flowchart for explaining the non-advantageous presentation state process (S232) executed in the state-specific module execution process. The non-advantageous presentation state process is executed when the presentation state is the non-advantageous presentation state.

[0239] (Step S232-1) The main CPU 200a conducts a lottery for transition to an advantageous zone based on the type of winning determined by the lottery for the type of winning.

[0240] (Step S232-3) The main CPU 200a judges whether the advantageous zone has been won in the above step S232-1. As a result, if it is judged that the advantageous zone has been won, the process proceeds to step S232-5, and if it is judged that the advantageous zone has not been won, the non-advantageous performance state process is terminated.

[0241] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution presentation state, turns on the advantageous zone flag indicating that it is an advantageous zone, and terminates the non-advantageous presentation state processing.

[0242] 21 is a flowchart for explaining the distribution presentation state process (S233) executed in the state-specific module execution process. The distribution presentation state process is executed when the presentation state is the distribution presentation state.

[0243] (Step S233-1) The main CPU 200a performs a lottery to allocate, for example, a 1 / 10 probability to the premonition effect state and a 9 / 10 probability to the normal effect state.

[0244] (Step S233-3) The main CPU 200a judges whether the normal presentation state has been won in the above step S233-1. If it is judged that the normal presentation state has been won, the process proceeds to step S233-5, and if it is judged that the normal presentation state has not been won (if the premonition presentation state has been won), the process proceeds to step S233-13.

[0245] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0246] (Step S233-7) The main CPU 200a determines the number of games for executing the ceiling function in the normal presentation state as an upper limit of 871 games, and sets the determined number of games in the ceiling game number counter. The ceiling game number counter is a counter that counts the number of games until the ceiling function is executed.

[0247] (Step S233-9) The main CPU 200a determines the number of games during a block period during which the transition to the AT presentation state is prohibited in the normal presentation state transitioned from the non-advantageous presentation state with an upper limit of 96 games, and sets the determined number of games in a block play number counter. The block play number counter is a counter that counts the number of games during which the execution (setting) of the AT presentation state is prohibited.

[0248] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability of the AT lottery in the normal presentation state, and ends the allocation presentation state processing.

[0249] (Step S233-13) In step S233-3, if it is determined that the normal presentation state has not been won (the premonition presentation state has been won), the main CPU 200a sets the next AT flag to a value corresponding to the premonition presentation state.

[0250] (Step S233-15) The main CPU 200a determines the number of games to continue the premonition effect state with an upper limit of 32 games, sets the determined number of games in the premonition effect state counter, and ends the distribution effect state process. The premonition effect state counter counts the number of games until the premonition effect state ends.

[0251] 22 is a flowchart for explaining the normal presentation state process (S234) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.

[0252] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning probability of the AT lottery (low probability or high probability) and the winning type determined by the winning type lottery.

[0253] (Step S234-3) The main CPU 200a judges whether the AT lottery has been won or whether the premonition permission flag is ON. If it is judged that the AT lottery has been won or the premonition permission flag is ON, the process proceeds to step S234-5, and if it is judged that the AT lottery has not been won and the premonition permission flag is OFF, the process proceeds to step S234-21.

[0254] (Step S234-5) The main CPU 200a judges whether the block play number counter is 0 or not. As a result, if it is judged that the block play number counter is 0, the process proceeds to step S234-9, and if it is judged that the block play number counter is not 0 (it is still in the block period), the process proceeds to step S234-7.

[0255] (Step S234-7) The main CPU 200a turns the precursor permission flag ON regardless of whether the precursor permission flag is ON or OFF at that time.

[0256] (Step S234-9) If it is determined in step S234-5 that the block play number counter is 0, the main CPU 200a turns off the premonition permission flag.

[0257] (Step S234-11) The main CPU 200a judges whether the ceiling game number counter exceeds 271. As a result, if it is judged that the ceiling game number counter exceeds 271, that is, the number of stay games in the normal presentation state is less than 600 games, the process proceeds to step S234-13, and if it is judged that the ceiling game number counter is 271 or less, that is, the number of stay games in the normal presentation state is 600 games or more, the process proceeds to step S234-19.

[0258] (Step S234-13) The main CPU 200a sets the next AT flag to a value corresponding to the premonition performance state.

[0259] (Step S234-15) The main CPU 200a determines the number of games for continuing the premonition performance state with an upper limit of 32 games, and sets the determined number of games in a premonition game number counter.

[0260] (Step S234-17) The main CPU 200a sets the winning probability of the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state, regardless of whether the winning probability of the AT lottery in the normal performance state is low or high.

[0261] (Step S234-19) In step S234-11, when it is determined that the ceiling game number counter is 271 or less, that is, the number of games played during the normal presentation state is 600 or more, the main CPU 200a sets the next AT flag to a value corresponding to the special premonition presentation state.

[0262] (Step S234-21) The main CPU 200a judges whether the block play number counter is greater than 0. As a result, if it is judged that the block play number counter is greater than 0, the process proceeds to step S234-23, and if it is judged that the block play number counter is not greater than 0 (is 0), the process proceeds to step S234-25.

[0263] (Step S234-23) The main CPU 200a decrements the block play number counter by one.

[0264] (Step S234-25) The main CPU 200a judges whether the ceiling game number counter is 0. As a result, if it is judged that the ceiling game number counter is 0, the process proceeds to step S234-27, and if it is judged that the ceiling game number counter is not 0, the process proceeds to step S234-29.

[0265] (Step S234-27) In order to execute the ceiling function, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the normal presentation state processing.

[0266] (Step S234-29) The main CPU 200a decrements the ceiling game number counter by 1, and ends the normal presentation state process.

[0267] Although detailed explanation is omitted here, in the normal presentation state, a chance zone (CZ) with a higher probability of winning the AT lottery is executed over multiple games each time a predetermined number of games are played. Also, the probability of winning the AT lottery is low at the start of the normal presentation state, but may change to a higher probability by a promotion lottery.

[0268] 23 is a flowchart illustrating the premonition effect state process (S235) executed in the state-specific module execution process. The premonition effect state process is executed when the effect state is the premonition effect state.

[0269] (Step S235-1) The main CPU 200a judges whether the premonition game number counter is 0. As a result, if it is judged that the premonition game number counter is 0, the process proceeds to step S235-3, and if it is judged that the premonition game number counter is not 0, the process proceeds to step S235-5.

[0270] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state, and ends the premonition presentation state processing.

[0271] (Step S235-5) The main CPU 200a decrements the premonition game number counter by 1, and ends the premonition effect state process.

[0272] 24 is a flowchart for explaining the AT presentation state process (S236) executed in the state-specific module execution process. The AT presentation state process is executed when the presentation state is the AT presentation state.

[0273] (Step S236-1) The main CPU 200a performs a lottery for adding a predetermined difference in number of coins, which is a termination condition in the AT performance state, and if the lottery for adding the predetermined difference in number of coins is won, the main CPU 200a adds the won difference in number of coins to the predetermined difference in number.

[0274] (Step S236-3) The main CPU 200a judges whether the AT presentation state satisfies the end condition. If it is judged that the end condition is satisfied, the process proceeds to step S236-5. If it is judged that the end condition is not satisfied, the process of the AT presentation state is terminated.

[0275] (Step S236-5) The main CPU 200a judges whether or not the transition to the normal performance state has been determined. If the transition to the normal performance state has been determined, the process proceeds to step S236-7. If the transition to the normal performance state has not been determined, that is, if the transition to the non-advantageous performance state has been determined, the process proceeds to step S236-11.

[0276] (Step S236-7) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.

[0277] (Step S236-9) The main CPU 200a determines the number of games for executing the ceiling function in the normal presentation state as an upper limit of 871 games, sets the determined number of games in the ceiling game number counter, and ends the AT presentation state processing.

[0278] (Step S236-11) If it is determined in step S236-5 that a transition to the normal presentation state has not been decided, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the AT presentation state processing.

[0279] 25 is a flowchart for explaining the special sign effect state process (S237) executed in the state-specific module execution process. The special sign effect state process is executed when the effect state is the special sign effect state.

[0280] (Step S237-1) The main CPU 200a performs a lottery for adding a predetermined difference in number of coins, which is a gaming profit that can be received in the special performance state, and if the lottery for adding the predetermined difference in number of coins is won, the main CPU 200a adds the won difference in number of coins to the predetermined difference in number.

[0281] (Step S237-3) The main CPU 200a judges whether the special premonition effect state has satisfied the end condition (here, consumption of a predetermined number of games). If it is judged that the end condition has been satisfied, the process proceeds to step S237-5, and if it is judged that the end condition has not been satisfied, the process of the special premonition effect state is terminated.

[0282] (Step S237-5) The main CPU 200a determines whether or not the additional lottery has been won in step S237-1. If it is determined that the additional lottery has been won, the process proceeds to step S237-7. If it is determined that the additional lottery has not been won, the process proceeds to step S237-9.

[0283] (Step S237-7) The main CPU 200a sets the next AT flag to a value corresponding to the special presentation state, and ends the special premonition presentation state processing.

[0284] (Step S237-9) If it is determined in step S237-5 that the additional lottery has not been won, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special premonition presentation state processing.

[0285] 26 is a flowchart for explaining the special effect state process (S238) executed in the state-specific module execution process. The special effect state process is executed when the effect state is the special effect state.

[0286] (Step S238-1) The main CPU 200a judges whether the special effect state has satisfied the end condition. If it is judged that the end condition has been satisfied, the process proceeds to step S238-3. If it is judged that the end condition has not been satisfied, the special effect state process is terminated. The end condition of the special effect state is that the predetermined difference number added in step S237-1 has been obtained.

[0287] (Step S238-3) The main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special presentation state processing.

[0288] FIG. 27 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.

[0289] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light emission color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue=1 and red=0.

[0290] (Step S240-3) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S240-1 above.

[0291] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0292] (Step S240-7) The main CPU 200a refers to the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c reach a steady rotation speed. In other words, the fact that the index flag is set indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.

[0293] (Step S240-9) The main CPU 200a judges whether all index flags of the reels 110a, 110b, and 110c have been detected. If it is judged that all index flags have not been detected, the process proceeds to step S240-1. If it is judged that all index flags have been detected, the process proceeds to step S240-11.

[0294] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a 3-bit bit string, and each bit corresponds to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.

[0295] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.

[0296] (Step S240-15) The main CPU 200a sets a stop indicator output bit on (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, and 120c.

[0297] (Step S240-17) The main CPU 200a acquires an image of the input port 0, and executes an operation target bit extraction process to extract an operation target bit from the acquired image. Here, the operation target bit is composed of a bit string of 3 bits, each bit corresponding to one of the three stop switches 120a, 120b, 120c, and is represented as operated=1 and not operated=0.

[0298] (Step S240-19) The main CPU 200a calculates the logical product of the reel spinning flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is spinning effectively, the logical product becomes 1.

[0299] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the process proceeds to step S240-23.

[0300] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in the above step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.

[0301] (Step S240-25) The main CPU 200a judges whether the logical product calculated in the above step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is judged that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.

[0302] (Step S240-27) The main CPU 200a judges whether the operated stop switch 120 is valid. As a result, if it is judged that the operated stop switch 120 is not valid, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is judged whether or not one stop switch 120 is operated. Then, if it is judged that one stop switch 120 is operated, the process proceeds to step S240-29, and if it is judged that not one stop switch 120 is operated, that is, two or more stop switches 120 are operated, the process proceeds to step S240-1.

[0303] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0304] (Step S240-31) The main CPU 200a disables interrupts.

[0305] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.

[0306] (Step S240-35) The main CPU 200a executes a sliding frame number acquisition process for determining the number of sliding frames of the reel 110.

[0307] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0308] FIG. 28 is a flowchart illustrating the reel stop process (S250) in the main control board 200.

[0309] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in the above step S240-35.

[0310] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding symbols determined in the above step S240-37 with respect to the pressed reference position acquired in the above step S250-1.

[0311] (Step S250-5) The main CPU 200a sets a stop request flag (sets it to 1). The stop request flag is a flag for requesting a program operating in parallel to perform a stop process for the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read out by the program operating in parallel, and the reel 110 is stopped. When the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.

[0312] (Step S250-7) The main CPU 200a permits interrupts.

[0313] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping sequence of the reels 110 in a transmission buffer.

[0314] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0315] (Step S250-13) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S250-11 above.

[0316] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.

[0317] (Step S250-17) The main CPU 200a executes a next cylinder setting pre-processing for stopping the next reel 110.

[0318] (Step S250-19) The main CPU 200a judges whether or not the stop process has been completed for all of the reels 110. As a result, if it is judged that the stop process has not been completed for all of the reels 110, the process proceeds to step S240, and if it is judged that the stop process has been completed for all of the reels 110, the process proceeds to step S250-21.

[0319] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have been stopped. If it is determined that all of the reels 110 have not been stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have been stopped, the main CPU 200a proceeds to step S250-23.

[0320] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.

[0321] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit.

[0322] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23. If it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.

[0323] (Step S260) The main CPU 200a executes a display determination process for determining the winning combination that has been achieved. This display determination process will be described later.

[0324] FIG. 29 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0325] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0326] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.

[0327] (Step S260-5) The main CPU 200a sets an error code "EE" which indicates that a display determination abnormality (error) has occurred.

[0328] (Step S260-7) The main CPU 200a judges whether or not the display judgment is abnormal based on the judgment result of the above step S260-3. As a result, if it is judged that the display judgment is abnormal, the process proceeds to step S112, and if it is judged that the display judgment is not abnormal, the process proceeds to step S260-9.

[0329] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.

[0330] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.

[0331] (Step S260-13) The main CPU 200a judges whether a small win has been won. If it is judged that a small win has been won, the process proceeds to step S260-15. If it is judged that a small win has not been won, the process proceeds to step S260-35.

[0332] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.

[0333] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.

[0334] (Step S260-19) The main CPU 200a judges whether the zone is favorable or not. If it is judged that the zone is not favorable, the process proceeds to step S270, and if it is judged that the zone is favorable, the process proceeds to step S260-21.

[0335] (Step S260-21) The main CPU 200a acquires the value of the favorable zone MY counter, which counts MY during the favorable zone.

[0336] (Step S260-23) The main CPU 200a adds the number of coins to be paid out to the value of the advantageous zone MY counter obtained in step S260-23 above.

[0337] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.

[0338] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.

[0339] (Step S260-29) The main CPU 200a judges whether the result of the subtraction in step S260-27 is negative. If it is judged that the result of the subtraction is not negative, the process proceeds to step S260-33, and if it is judged that the result of the subtraction is negative, the process proceeds to step S260-31.

[0340] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).

[0341] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.

[0342] (Step S260-35) The main CPU 200a judges whether or not the replay role has been won. As a result, if it is judged that the replay role has not been won, the process proceeds to step S270, and if it is judged that the replay role has been won, the process proceeds to step S260-37.

[0343] (Step S260-37) The main CPU 200a sets the number of coins inserted as the number of coins to be paid out.

[0344] (Step S260-39) The main CPU 200a turns on the replay operation flag.

[0345] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.

[0346] (Step S270) The main CPU 200a executes a payout process for paying out medals, which will be described later.

[0347] FIG. 30 is a flowchart illustrating the payout process (S270) in the main control board 200.

[0348] (Step S270-1) The main CPU 200a acquires a re-play operation flag.

[0349] (Step S270-3) The main CPU 200a sets in the transmission buffer a payout start command indicating that the payout of medals has started.

[0350] (Step S270-5) The main CPU 200a judges whether or not a replay has been won based on the replay operation flag acquired in the above step S270-1. If it is judged that a replay has been won, the process proceeds to step S270-41, and if it is judged that a replay has not been won, the process proceeds to step S270-7.

[0351] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.

[0352] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payout coins is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.

[0353] (Step S270-11) The main CPU 200a judges whether the number of stored sheets is 50 or more. If it is judged that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is judged that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.

[0354] (Step S270-13) The main CPU 200a executes a medal payout device control process for causing the medal payout device 142 to pay out one medal, and moves the process to step S270-23.

[0355] (Step S270-15) The main CPU 200a sets a payout start interval timer.

[0356] (Step S270-17) The main CPU 200a judges whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is judged that it is the first payout time, the process proceeds to step S270-21, and if it is judged that it is not the first payout time, the process proceeds to step S270-19.

[0357] (Step S270-19) The main CPU 200a executes a timer wait process for waiting until the payout start interval timer counts down to 0.

[0358] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.

[0359] (Step S270-23) The main CPU 200a sets in the transmission buffer a payout execution command indicating that one medal has been paid out.

[0360] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.

[0361] (Step S270-27) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S270-31. If it is judged that the bonus game state is in effect, the process proceeds to step S270-29.

[0362] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.

[0363] (Step S270-31) The main CPU 200a judges whether the payout of the payout number of medals has been completed. If it is judged that the payout has not been completed, the process proceeds to step S270-11. If it is judged that the payout has been completed, the process proceeds to step S270-33.

[0364] (Step S270-33) The main CPU 200a executes a payout end process for ending the payout of medals.

[0365] (Step S270-35) The main CPU 200a judges whether an over error has been detected. If it is judged that an over error has not been detected, the process proceeds to step S270-41, and if it is judged that an over error has been detected, the process proceeds to step S270-37.

[0366] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.

[0367] (Step S270-39) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.

[0368] (Step S270-41) The main CPU 200a sets in the transmission buffer a payout end command indicating that the payout of medals has ended.

[0369] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.

[0370] FIG. 31 is a flowchart illustrating the game transition process (S280) in the main control board 200.

[0371] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, executes a replay display control process which sets a stop display output bit off (output image) to turn on or off a bit corresponding to a replay display (not shown) indicating that the next play is a replay, and updates the output bit of the set output image.

[0372] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.

[0373] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the transitioned presentation state is read from the main ROM 200b and executed.

[0374] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.

[0375] (Step S280-7) The main CPU 200a executes advantageous zone update processing to manage advantageous zones.

[0376] (Step S280-9) The main CPU 200a judges whether the next game is in an AT presentation state. If it is judged that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is judged that the next game is in an AT presentation state, the process proceeds to step S280-11.

[0377] (Step S280-11) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S280-15. If it is judged that the bonus game state is in effect, the process proceeds to step S280-13.

[0378] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.

[0379] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to the advantageous zone, in a transmission buffer.

[0380] (Step S280-17) The main CPU 200a sets a game end command, which indicates that one game has ended, in the transmission buffer.

[0381] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.

[0382] (Step S280-21) The main CPU 200a judges whether the effect wait timer, which is set when the advantageous zone is ended in the above step S280-7, is 0. As a result, if it is judged that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is judged that the effect wait timer is 0, the process proceeds to step S280-23.

[0383] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.

[0384] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer.

[0385] (Step S280-27) The main CPU 200a performs a difference number counter update process, and moves the process to step S200. This difference number counter update process will be described later.

[0386] One game is executed through a series of processes from step S200 to step S280. After that, steps S200 to S280 are repeated.

[0387] Next, the power-off save process and timer interrupt process in the main control board 200 will be described.

[0388] (Evacuation process when power is turned off for the main control board 200) 32 is a flowchart explaining the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts and executes the power-off save processing.

[0389] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.

[0390] (Step S300-3) The main CPU 200a checks the power-off warning signal.

[0391] (Step S300-5) The main CPU 200a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0392] (Step S300-7) The main CPU 200a restores the registers.

[0393] (Step S300-9) The main CPU 200a performs processing for permitting an interrupt, and ends the power-off save processing.

[0394] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.

[0395] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.

[0396] (Step S300-15) The main CPU 200a executes a RAM protect setting process required to prohibit access to the main RAM 200c.

[0397] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 200a sets a predetermined number of times the power interruption detection signal has been detected to the count value of a loop counter.

[0398] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by one.

[0399] (Step S300-21) The main CPU 200a judges whether the count value of the loop counter is 0. As a result, if it is judged that the count value is not 0, the process proceeds to step S300-19, and if it is judged that the count value is 0, the process proceeds to the above-mentioned CPU initialization process (step S1000).

[0400] In addition, if a power outage actually occurs, the operation of the slot machine 100 stops while steps S300-19 to S300-21 are being looped.

[0401] (Timer interrupt processing of main control board 200) 33 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.

[0402] (Step S400-1) The main CPU 200a saves the registers.

[0403] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0404] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0405] (Step S400-6) The main CPU 200a performs a completion function activation signal buffer setting process, which will be described later.

[0406] (Step S400-7) The main CPU 200a outputs the set output image to the output port, and executes dynamic port output processing which controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators of the stop switches 120a, 120b, 120c, the replay indicator, and the section indicator 160.

[0407] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.

[0408] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .

[0409] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .

[0410] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.

[0411] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.

[0412] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.

[0413] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so that one module is executed once every four timer interrupt processing times (every 5.96 ms). For example, a module that executes a time monitoring process that subtracts from various timers is associated with one timer interrupt processing phase.

[0414] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.

[0415] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.

[0416] (Step S400-27) The main CPU 200a restores the registers.

[0417] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.

[0418] <Memory map> As described above, in the main control board 200, the main CPU 200a controls the progress of the game in cooperation with the main RAM 200c based on the programs stored in the main ROM 200b. The programs for executing these functional units are arranged in predetermined areas (usage areas) of the main ROM 200b and the main RAM 200c.

[0419] 34 is an explanatory diagram showing a memory map. A memory space of 0000h to 3FFFh (12 kbytes) is allocated to the main ROM 200b, a memory space of F000h to F3FFh (1 kbyte) is allocated to the main RAM 200c, and a memory space of FE00h to FEFFh (256 bytes) is allocated to the input / output unit (not shown). The instruction codes of the program are written in assembler language. Here, a program is composed of instruction codes, and is read by a computer to realize a predetermined process in cooperation with data and a work area.

[0420] A usage area is allocated to the memory space of 0000h to 1DF3h of the main ROM 200b. The usage area is an area for storing programs and data for executing a game control process for controlling the progress of a game. Specifically, a memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes of a program for executing a game control process for controlling the progress of a game by operating the initialization means 300, the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game status control means 312, the performance status control means 314, and the command transmission means 316, and a memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the program for the game control process. In addition, a comment area is allocated to the memory space of 1E00h to 1FFFh, and a program management area is allocated to the memory space of 3FC0h to 3FFFh. In addition, a separate area (non-used area) is allocated to the memory space from 2000h to 3FBFh. As described later, the separate area is an area for storing programs and data that are not specified to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data of programs that perform some or all of the gaming machine test processing and security-related processing (hereinafter, sometimes simply referred to as non-game control processing) that do not affect the progress of the game.

[0421] In addition, the memory space from F000h to F1FFh in the main RAM 200c is allocated as a usage area. Specifically, the memory space from F000h to F13Fh is allocated as a work area for the above-mentioned game control process, and is used for managing variables such as timers, counters, and flags. The memory space from F1C0h to F1FFh is allocated as a stack area for the above-mentioned game control process. In addition, the memory space from F200h to F3FFh in the main RAM 200c is allocated as another area. Specifically, the memory space from F210h to F22Fh is allocated as a work area for some or all of the above-mentioned security-related processes, and is used for managing variables such as timers, counters, and flags. The memory space from F230h to F246h is allocated as a stack area for some or all of the above-mentioned security-related processes.

[0422] In addition, an input / output unit is assigned to the memory space of FE00h to FEFFh. Conventionally, a 256-byte I / O space was provided independent of the memory space in order to access a device corresponding to the input / output unit. In contrast, in this embodiment, the MREQ and IORQ signals are eliminated, and access to the memory and the input / output unit is shared and performed by the RD and WR signals. In addition, a U register is provided as hardware for specifying the upper 8-bit address for accessing a device connected to the input / output unit, and an 8-bit upper address is specified in advance here. As a result, the I / O space that was provided independent of the memory space is integrated into the memory space to form a single address space, and when the IN instruction and the OUT instruction are executed, the input / output unit assigned to the memory space can be accessed by specifying the upper 8 bits with the U register and using the lower 8 bits specified by the operand of the IN instruction and the OUT instruction.

[0423] In this embodiment, a program can be written so that the LDQ instruction uses the value of the Q register to access memory space (mainly data areas and work areas), and the IN and OUT instructions use the U register to access I / O of devices (timers, random number generators, external input / output circuits, etc.). This configuration makes it easier to understand the program at the time of designing. Also, memory and I / O that were previously accessed by specifying 16-bit addresses can now be accessed by lower 8-bit operands, which can reduce program capacity. Furthermore, by having multiple upper specification registers such as the Q register, Q' register, and U register, the number of times that upper registers are replaced due to reuse is reduced compared to when there is only one upper register, and the program capacity can be further reduced.

[0424] In the above example, the memory space corresponding to the I / O space was accessed with the IN and OUT instructions, but the memory space can also be accessed directly with the IN and OUT instructions. For example, when accessing three 256-byte areas in memory, this can be achieved by specifying the upper 8 bits of each in the Q register, Q' register, and U register, and then accessing each area with the LDQ instruction, IN instruction, and OUT instruction.

[0425] <Complete function> In the slot machine 100, the difference between the number of medals inserted (value related to the use of game value) and the number of medals paid out (value related to the acquisition of game value) is managed as the difference number (accumulated value based on the value related to the use of game value and the value related to the acquisition of game value). In the following, the theoretical and actual accumulation of the difference number is referred to as the accumulated value, and the value of the difference number counter counted (calculated) by the difference number counter may be referred to as the calculated value. The accumulated value may also be referred to as the amount of acquisition, meaning the theoretical amount of game value acquired by the player, not the result of calculation. Therefore, while the difference number counter is functioning effectively, the accumulated value, which is a theoretical value, and the value (calculated value) of the difference number counter that counts it are equal. Then, when the difference number (accumulated value) reaches a prescribed difference number (prescribed value), for example, 20,000, the slot machine 100 activates a so-called complete function that restricts the progress of the game. Here, limiting the progress of the game means, for example, invalidating the insertion of medals or the operation of a switch to make it impossible to continue the game. Note that such a functional unit of the main CPU 200a that can limit the progress of the game for some reason is sometimes called a progress limiting means. Here, an example is shown in which the progress limiting means limits the progress of the game based on the cumulative value, i.e., the value of the difference number counter reaching a specified difference number.

[0426] As described above, in this embodiment, a game zone that is advantageous to the player, including a game zone in which an auxiliary performance is executed, is defined as an advantageous zone, and the advantageous zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value. With this configuration, it is possible to avoid a game state in which the medal acquisition performance is high from continuing. However, with restrictions based only on the advantageous zone, there is a risk that a game state in which the medal acquisition performance is high will continue for a long period of time by repeating play in the advantageous zone multiple times. Here, by activating the complete function when the difference in number of coins reaches a specified difference in number of coins, it is possible to prevent a game state in which the medal acquisition performance is high from continuing for a long period of time.

[0427] In the slot machine 100, a difference number counter (calculation means) is used to count the difference number. When one game ends and the number of coins inserted and the number of coins paid out are determined, the main CPU 200a updates the difference number counter based on the number of coins inserted and the number of coins paid out. Specifically, the main CPU 200a subtracts the number of coins inserted from the value of the difference number counter and adds the number of coins paid out to the value of the difference number counter. In this way, the difference number counter is updated.

[0428] The main CPU 200a compares the value of the difference number counter thus updated with the specified difference number, and activates the complete function when the value of the difference number counter is equal to or greater than the specified difference number (e.g., 20,000). For example, when the value of the difference number counter is less than the specified difference number but close to the specified difference number, e.g., 19,999, and three medals are inserted and more than three medals are paid out due to the winning of a minor role, the value of the difference number counter becomes equal to or greater than 20,000, and the complete function is activated.

[0429] However, if the difference number counter continues to count indefinitely regardless of the game period, for example, if the difference number continues to be counted across days, the following problem may occur. As described above, when the difference number reaches the specified difference number, the complete function is activated and the progress of the game is restricted. However, since the player cannot accurately grasp the difference number after the power is reset, the player cannot accurately grasp the difference number that can be obtained before the complete function is activated.

[0430] Suppose that a player stops playing just before the complete function is activated the previous day, and another player starts playing the same slot machine the next day. In this case, the other player cannot grasp the difference in the number of coins that can be won before the complete function is activated, so there is a risk that the complete function will be activated after only winning a small number of coins. In such a case, the player may feel suspicious due to the sudden activation of the complete function.

[0431] Therefore, the main CPU 200a resets the value of the difference number counter to a predetermined initial value when the power is reset, that is, when the power is turned on again after being turned off (powered off). In this way, the player's distrust due to the sudden operation of the complete function is eliminated.

[0432] When the main CPU 200a is turned on, it sets the initial value of the difference number counter to, for example, "0 (zero)". The main CPU 200a then determines whether or not to activate the complete function depending on the difference in the number of medals since the power was turned on. By setting the initial value of the difference number counter to "0", it is possible to directly compare the value of the difference number counter with the specified difference number without processing it, which ensures that the complete function will be activated. In addition, by using the value of the difference number counter as is, for example, by the difference from the specified difference number, it is possible to easily calculate how much difference number can be obtained until the specified difference number, which makes it possible to reduce the processing load related to the complete function.

[0433] The initial value of the difference number counter is not limited to "0", and a positive value other than 0 may be used. For example, "40000" can be adopted as the initial value of the difference number counter. In this case, even if the difference number itself becomes negative, it is offset with the initial value of 40000 in the difference number counter, and the value of the difference number counter becomes a positive value. For example, when the value of the difference number counter is 40000, if three medals are inserted but no medals are paid out in the game, the difference number is a negative value (-3), but the value of the difference number counter is a positive value (39997). In this embodiment, since a binary number with a predetermined number of bytes is used, if a negative value is to be expressed, it becomes a positive value larger than the specified difference number, and there is a risk that the value of the difference number counter will be determined to be equal to or larger than the specified difference number. Here, since a large value of "40000" is adopted as the initial value, even if the number of inserted medals becomes larger than the number of paid out medals, it is possible to avoid the value of the difference number counter becoming a negative value. In this way, by adopting a positive value other than 0 as the initial value of the difference number counter, it is possible to indicate a negative value as the difference number while managing the value of the difference number counter as a positive value. Also, by maintaining the value of the difference number counter as a positive value, it is possible to accurately reflect the difference number for each game without requiring special processing to maintain a positive value, and it is possible to appropriately manage the overall difference number.

[0434] By the way, the counting range of the difference number counter must be at least the range that can count the specified difference number. For example, if the specified difference number is 20000, the value can be expressed in 2 bytes, so the counting range of the difference number counter is set to 0 to 65535 (2 16 -1) and reserve 2 bytes as a storage area to store the value (variable) of the difference number counter. However, it is better to randomly select a value other than 0 as the initial value of the difference number counter, for example, 65536 (2 16 If a value larger than the difference between the number of coins and the specified difference is adopted, a memory area of ​​3 bytes or more must be prepared to compare it with the specified difference. Therefore, the initial value of the difference counter is set to 65536 (2 16 ) minus the specified difference (216 A value equal to or less than -20000, for example, "40000" as described above, is adopted. With this configuration, it is possible to limit the memory area prepared for comparison with the specified difference number to 2 bytes.

[0435] In addition, the initial value of the difference counter is not limited to "40000", but can be, for example, 65536 (2 16 ) minus the prescribed difference number, for example, "45536", may be adopted, and it may be determined that the prescribed difference number is exceeded when it becomes 65536 or more (a carrier occurs). In this case, when the difference number is 19999 sheets (difference number counter = 65535) and one game is played, the result is that the number of inserted sheets is 1 and the number of paid out sheets is 15, and the difference number counter becomes the maximum value of 65549. In either case, when the difference number is exceeded, the value of the difference number counter exceeds the maximum value of 65535 (overflows) of the 2 bytes. In this case, it is sufficient to determine the overflow of the 2 bytes value without comparing the value of the difference number counter with a specific numerical value, so that the processing load and memory capacity can be reduced.

[0436] Furthermore, regardless of the initial value of the difference number counter, the main CPU 200a sets the difference number counter to 0 when the value of the difference number counter is negative based on the fact that the number of inserted coins is greater than the number of paid out coins (the value related to the use of the game value is greater than the value related to the acquisition of the game value). Specifically, when the value of the difference number counter is 0 or close to 0 and the number of inserted coins is greater than the number of paid out coins in a given game, the value of the difference number counter becomes negative. For example, when the value of the difference number counter is 0 and the number of inserted coins is 3, if the number of paid out coins is 2 or less, the value of the difference number counter becomes negative. Also, when the value of the difference number counter is 1 and the number of inserted coins is 3, if the number of paid out coins is 1 or less, the value of the difference number counter becomes negative. Also, when the value of the difference number counter is 2 and the number of inserted coins is 3, if the number of paid out coins is 0, the value of the difference number counter becomes negative. In this way, when the value of the difference number counter becomes negative because the number of inserted coins is greater than the number of paid out coins, the difference number counter can be prevented from becoming negative by forcibly setting the difference number counter to 0. Therefore, even if the value of the difference number counter is set to "0" when the power is turned on and the number of inserted coins is greater than the number of paid out coins from the first game, the difference number counter can be counted appropriately.

[0437] <Exceptions to the complete function> As described above, when the difference in number of coins reaches the specified difference in number, the complete function is activated and the progress of the game is restricted. In this case, even if the game state is such that it is easy to win medals, the game cannot be continued at the timing when the difference in number of coins reaches the specified difference in number. However, if the complete function is activated uniformly when the difference in number of coins reaches the specified difference in number, depending on the game state and the presentation state, the player may feel uncomfortable about the immediate stop of the game progress. For example, when the difference in number of coins is close to the specified difference in number, a bonus role such as the winning role "RBB" is won.

[0438] The bonus role is a winning role that is directly determined by a winning type lottery in response to the operation of the start switch 118 by the player. In addition, when the bonus role is won and the game state becomes the RBB operation game state, the number of symbol combinations related to the winning per specified number can be increased, or the probability of the condition device related to the winning per specified number being activated can be increased. Therefore, when the bonus role is won, the player can reliably and quickly obtain a predetermined gaming profit. However, if the difference number reaches the specified difference number during the RBB operation game state and the complete function is activated, the player may not obtain the gaming profit that he or she should have obtained, and may feel a sense of loss.

[0439] Therefore, in this embodiment, in the case of the RBB operation game state (advantageous state), even if the difference number reaches the specified difference number, the complete function is not activated until the RBB operation game state ends. In this way, even if the complete function is activated, the player can complete the currently executed RBB operation game state, and can reliably obtain the game profit from this.

[0440] 35 and 36 are explanatory diagrams showing an example of the complete function. For example, as shown in FIG. 35(a), assume that the cumulative value, that is, the value of the difference number counter, is 19950. Also assume that at this timing, a winning type lottery results in a winning of "RBB" with an expected number of winning coins of 100 coins. Here, when the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the game state becomes the RBB operation game state.

[0441] Here, suppose that the player continues playing in the RBB operating gaming state, and the cumulative value, i.e., the value of the difference number counter, reaches the specified difference number of 20,000 (the amount of winnings reaches a predetermined value), as shown in Fig. 35(b). In this case, the main CPU 200a would normally activate the complete function, but restricts the activation of the complete function on the condition that the gaming state is the RBB operating gaming state. In other words, the main CPU 200a does not activate the complete function.

[0442] Then, as the player continues playing in the RBB operating game state, the number of coins won in the RBB operating game state becomes 100 coins, the RBB operating game state ends, and the game state transitions to a non-internal game state, as shown in FIG. 35(c). At this time, for example, the cumulative value, that is, the value of the difference number counter, is 20050 coins, which is greater than the specified difference number. The main CPU 200a releases the operation restriction of the complete function, and operates the complete function based on the fact that the value of the difference number counter is greater than the specified difference number. With this configuration, the player can continue playing until the end of the RBB operating game state, and can reliably obtain a gaming profit from this.

[0443] However, if the operation of the complete function can be restricted in the RBB operating game state, it is possible to create a strategy by adjusting the cumulative value (difference in number of medals). For example, in the RBB operating game state, after the value (cumulative value) of the difference in number counter reaches the specified difference in number, the stop switch 120 is operated so that the medal payout is less than the specified difference in number, that is, the number of medals inserted > the number of medals paid out, thereby reducing the cumulative value to less than the specified difference in number and avoiding the operation of the complete function. In addition, by adjusting the cumulative value at this time, the cumulative value at the end of the RBB operating game state is less than the specified difference in number of medals, but is a value close to the specified difference in number of medals (for example, 19995 medals), and the number of medals won can be increased by winning a bonus role or a small role with a large payout number.

[0444] Here, the operation of the stop switch 120 such that the number of inserted coins is greater than the number of paid coins can be realized under the following circumstances. For example, in a so-called A+AT slot machine, during a game state during which the RBB is in operation (manual type), the number of coins won can be reduced by intentionally displaying a jack symbol on an active line to reduce the number of coins expected to be won, by winning a single bonus to prevent the winning of the winning type "batting order bell", or by performing an operation in an incorrect answer mode without following the auxiliary performance. Also, in a slot machine that is intended to be played in a game state during the RBB, the number of coins won can be reduced by intentionally winning a bonus role at a timing when a bonus role can be won only in a predetermined situation, such as an operation in an incorrect answer mode for a selected winning type, to bring the machine into a game state during which the RBB is in operation.

[0445] For example, as shown in FIG. 36(a), by playing in the RBB operating game state, the value of the difference number counter becomes 20010, which is equal to or greater than the specified difference number, and then the player operates the stop switch 120 in the RBB operating game state so that the number of inserted coins is greater than the number of paid coins, and the cumulative value becomes 19990, which is less than the specified difference number, as shown in FIG. 36(b), and the RBB operating game state ends. In this case, as shown in FIG. 36(b), at the time when the RBB operating game state ends, the cumulative value is not equal to or greater than the specified difference number, so the operation condition of the complete function is not met. However, in this embodiment, as an exception, the operation of the complete function is limited only on the condition that the game state is the RBB operating game state, and in reality, as shown in FIG. 36(a), during the RBB operating game state, the cumulative value, i.e., the value of the difference number counter, becomes equal to or greater than the specified difference number, and the operation condition of the complete function is met. In this case, as shown in FIG. 36(b), when the game state during RBB operation ends, the complete function should be activated even if the cumulative value is not equal to or greater than the specified difference in number of coins.

[0446] Furthermore, if the operation of the complete function can be restricted in the game state during RBB operation, it is also possible to avoid the operation of the complete function by operating the power supply. As described above, the difference number counter in this embodiment starts counting when the power supply is turned on. In other words, the difference number counter is cleared by a power cut. Normally, once the complete function has been activated, the progress of the game is already restricted, so there is no problem even if the difference number counter is cleared. However, if the operation of the complete function is restricted in the game state during RBB operation, the following problems may occur.

[0447] For example, in the RBB operation game state, after the value of the difference number counter reaches the specified difference number, if the slot machine 100 is unintentionally or illegally (intentionally) turned off during the RBB operation game state, the difference number counter is cleared based on the power cut. While the difference number counter is functioning effectively, the value of the difference number counter is equal to the cumulative value, but when the difference number counter is cleared in this way, the cumulative value and the value of the difference number counter become different. Then, at the timing when the RBB operation game state ends, the cumulative value is less than the specified difference number, so the operation condition of the complete function is not met. In this case, the player can avoid the operation of the complete function itself. Also, since the difference number counter is cleared, there is no need to worry about the complete function being activated immediately. Furthermore, when the complete function is activated, it is possible to illegally obtain gaming profits that would not have been obtained originally after the end of the RBB operation game state, such as an AT performance state or a chance zone.

[0448] However, as described above, in this embodiment, the operation of the complete function is restricted only on the condition that the game state is the RBB operation game state, and in reality, as shown in Figure 36 (a), the value of the difference number counter becomes equal to or exceeds the specified difference number during the RBB operation game state, and the operation condition of the complete function is satisfied. In that case, the difference number counter is cleared by the power outage, and the complete function should be activated even if the cumulative value is not equal to or exceeds the specified difference number when the RBB operation game state ends.

[0449] Therefore, in this embodiment, once the value of the difference number counter reaches the specified difference number, even if the cumulative value becomes less than the specified difference number after that, the complete function is finally activated. As a premise, even if the value of the difference number counter reaches the specified difference number during the RBB operation game state, the main CPU 200a does not restrict the progress of the game at least until the RBB operation game state ends. Here, as a situation at the end of the RBB operation game state, there are a first situation as shown in FIG. 35(c) where the cumulative value becomes equal to or more than the specified difference number (the amount of winning becomes equal to or more than a predetermined amount), that is, the value of the difference number counter becomes equal to or more than the specified difference number, and a second situation as shown in FIG. 36(b) where the cumulative value becomes less than the specified difference number (the amount of winning becomes less than a predetermined amount). Here, the reason why the second situation is not the situation where the value of the difference number counter is less than the specified difference number is because, as described later, when the value of the difference number counter is equal to or greater than the specified difference number and the operation condition of the complete function is satisfied, the difference number counter is cleared and may not be the subject of judgment. Note that, when the difference number counter is not cleared and continues to count the difference number, the cumulative value = the value of the difference number counter, so the second situation may be the situation where the value of the difference number counter is less than the specified difference number. The main CPU 200a restricts the progress of the game in both the first situation and the second situation at the end of the RBB operation game state based on the fact that the value of the difference number counter is equal to or greater than the specified difference number and the operation condition of the complete function is satisfied.

[0450] In this way, once the value of the difference number counter reaches the specified difference number, even if the cumulative value subsequently falls below the specified difference number, the complete function is activated as soon as the game state during RBB operation ends, so that the complete function can be activated regardless of whether or not the player performs an operation that causes the number of coins inserted to be greater than the number of coins paid out, thereby making it possible to eliminate the element of strategy.

[0451] In this embodiment, the winning role "RBB" has been described as a bonus role that can extend the game after the activation conditions of the complete function are satisfied, but if there are multiple types of RBB, any of them may be the target of extension. Also, among the multiple RBBs, a predetermined RBB may be the target of extension, and the other RBBs may not be the target of extension. Also, the first type special role (RB) may be the target of extension. Also, the determination of the bonus role that can extend the game may be performed in the use area or in a separate area.

[0452] In addition, whether or not to extend the game after the operation conditions of the complete function are satisfied and during the game state with the RBB in operation may be determined by referring to other states. For example, if the game is in a favorable zone after the operation conditions of the complete function are satisfied and during the game state with the RBB in operation, the game may be extended, or the extension of the game may be stopped and the complete function may be activated in response to a transition from a non-favorable zone to a new favorable zone after the operation conditions of the complete function are satisfied and during the game state with the RBB in operation.

[0453] In addition, the state in which play can be extended after the activation conditions of the complete function are met is not limited to the above-mentioned RBB activation game state, but may be any advantageous state that is favorable to the player during game play, such as other bonus game states, RT game states in which the probability of winning a replay role is set high, AT performance states, ART game states in which the AT performance state and the RT game state proceed simultaneously, chance zones (CZ), etc.

[0454] In this way, even if the difference number reaches the specified difference number, the main CPU 200a operates the complete function, assuming that the complete function is not operated when the game state is the RBB operation game state. The main CPU 200a realizes such processing by using a complete function operation flag (a predetermined flag).

[0455] The complete function operation flag is a flag indicating that the difference number is equal to or greater than the specified difference number as an operation condition of the complete function. The main CPU 200a turns on (sets) the complete function operation flag based on the difference number reaching the specified difference number. Once the complete function operation flag is turned on, the complete function operation flag will not be turned off (cleared) by, for example, only a power cut unless a predetermined release condition such as a setting change is met. Then, in the case where the game is extended during the RBB operation game state after the operation condition of the complete function is met, even if the difference number becomes less than 20,000 at the end of the RBB operation game state as shown in FIG. 36(b), the complete function operation flag will not be turned off. Therefore, the complete function will be reliably operated. In this way, since the operation of the complete function can be guaranteed by the complete function operation flag, the difference number counter can be cleared when the operation condition of the complete function is met.

[0456] Here, when the complete function operation flag is turned ON, even if the cumulative value falls below the specified difference number thereafter, or even if the slot machine 100 is turned off, the ON state of the complete function operation flag is maintained. Then, when the RBB operation game state ends, the main CPU 200a sets the complete function operation signal output timer based on the fact that the complete function operation flag is ON (standing), and outputs the value of the complete function operation signal buffer indicating the operation of the complete function to the outside while the complete function operation signal output timer is counting. Note that even if a power interruption occurs while the complete function operation signal output timer is counting, after the power is turned back on, the output of the value of the complete function operation signal buffer indicating the operation of the complete function to the outside is resumed for the remaining time of the complete function operation signal output timer.

[0457] Here, the complete function operation signal output timer is a timer that measures the time for maintaining the output of a signal for operating the complete function. A value corresponding to the time for maintaining the signal output (for example, 30 seconds) is set in the complete function operation signal output timer. In this way, it is possible to maintain the signal indicating the operation of the complete function for a predetermined time. In addition, for example, one byte of information is held in the complete function operation signal buffer, and one or more bits of the information correspond to the information indicating the operation of the complete function. In addition to or instead of the information indicating the operation of the complete function, the complete function operation signal buffer may also hold information indicating that the game state is a game state during RBB operation. In addition, in a medal-less gaming machine that can proceed with the game without the intervention of real medals while maintaining the playability of the slot machine 100, the value of the complete function operation signal buffer is transmitted to a medal number control board (not shown) that controls the number of electronic medals held by the player.

[0458] In this way, when the value of the difference number counter reaches the specified difference number, the main CPU 200a turns on the complete function operation flag, and even if a power outage occurs, the progress of the game is restricted based on the fact that the complete function operation flag is on when the power is turned on again. Here, the state when the power is turned on again is a first state in which the power is turned off with the complete function operation flag on (set), and a second state in which the power is turned off with the complete function operation flag off (not set). The main CPU 200a turns off (clears) the difference number counter (calculation means) when the power is turned on in either the first state or the second state. On the other hand, when the main CPU 200a turns on the power in the first state, the complete function operation flag is not turned off.

[0459] Here, once the value of the difference number counter reaches the specified difference number, the complete function activation flag is turned ON, and even if the cumulative value falls below the specified difference number after that, the complete function is activated based on the fact that the complete function activation flag is ON. With this configuration, the complete function can be activated regardless of whether or not the player performs an operation that makes the number of coins inserted > the number of coins paid out, eliminating the element of strategy and making it possible to properly progress in the game.

[0460] In addition, here, once the value of the difference number counter reaches the specified difference number, the complete function operation flag is turned ON, and the complete function operation flag, the complete function operation signal output timer, and the complete function operation signal buffer are not cleared even if the power is cut off to the slot machine 100. Therefore, even if the power is cut off after the specified difference number is reached and the value of the difference number counter returns to the initial value, the complete function operation flag, the complete function operation signal output timer, and the complete function operation signal buffer are not cleared and the complete function can be operated, so that it is possible to eliminate the tendency to cheat and to properly progress the game.

[0461] However, if the complete function cannot be reset to the initial state when the difference reaches the specified difference and the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer are set, the progress of the game will remain restricted. Therefore, even if the difference reaches the specified difference, if a predetermined release condition is met, for example, if a setting change is made, the difference counter can be reset to the initial state.

[0462] Here, when a setting change is performed, in addition to clearing the difference number counter, the complete function operation flag, the complete function operation signal output timer, and the complete function operation signal buffer are also cleared. On the other hand, if an initialization operation is performed without changing the settings, the difference number counter is cleared, but the complete function operation flag, the complete function operation signal output timer, and the complete function operation signal buffer are not cleared and are backed up. In this way, it is possible to maintain a configuration that properly operates the complete function while ensuring a configuration that returns the complete function to its initial state.

[0463] Hereinafter, the complete function will be specifically described with reference to the flowcharts shown in FIGS.

[0464] As described above, in the slot machine 100, after the power is turned on, the difference number counter is updated according to the difference number for each game. Such an update of the difference number counter is performed, for example, in the difference number counter update process S280-27 in the game transition process S280 in FIG.

[0465] Fig. 37 is a flow chart for explaining the difference number counter updating process S280-27 in the main control board 200. The numerical values ​​of step S in the explanation of Fig. 37 are used only in the explanation of this figure.

[0466] (Step S1) The main CPU 200a judges whether or not the replay is in operation in another area. As a result, if it is judged that the replay is in operation, the difference number counter update process is terminated, and if it is judged that the replay is not in operation, it proceeds to step S2. In this way, by not performing the difference number counter update process S280-27 when the replay is in operation, the processing load can be reduced.

[0467] (Step S2) The main CPU 200a acquires the value of the difference number counter in another area.

[0468] (Step S3) The main CPU 200a adds the payout number to the acquired value of the difference number counter in another area, and sets the result as a difference number counter candidate value.

[0469] (Step S4) In another area, the main CPU 200a subtracts the number of inserted coins from the difference number counter candidate value after the increment to update the difference number counter candidate value.

[0470] (Step S5) The main CPU 200a judges whether the difference number counter candidate value is a positive value in another area. If it is judged that the difference number counter candidate value is a positive value, the process proceeds to step S7, and if it is judged that the difference number counter candidate value is not a positive value, the process proceeds to step S6.

[0471] (Step S6) The main CPU 200a sets the difference number counter candidate value to 0 in the separate area.

[0472] Here, when it is determined that the value of the difference number counter is not a positive value, that is, a negative value, the difference number counter candidate value is set to 0 regardless of the difference number counter candidate value. With this configuration, it is possible to prevent the difference number counter candidate value from becoming a negative value.

[0473] (Step S7) The main CPU 200a sets the difference number counter candidate value in the difference number counter in the separate area.

[0474] (Step S8) The main CPU 200a judges whether the value of the difference number counter is less than 20000 in another area. If it is judged that the value of the difference number counter is less than 20000, the difference number counter update process S280-27 is terminated, and if it is judged that the value of the difference number counter is not less than 20000, that is, is 20000 or more, the process proceeds to step S9.

[0475] (Step S9) The main CPU 200a turns on the complete function activation flag in another area. Here, once the value of the difference number counter becomes 20000 or more, the complete function activation flag is turned on. Therefore, even if the value of the difference number counter becomes 20000 or more during the RBB operation game state, the complete function activation flag is turned on. Therefore, even if the cumulative value becomes less than 20000 at the end of the RBB operation game state, or if a power outage occurs during the RBB operation game state, the complete function will be reliably activated.

[0476] In this way, when the complete function activation flag is turned ON, it is determined whether or not to actually activate the complete function. The process of determining whether or not to activate the complete function is performed, for example, in the complete function activation determination process S210-16 in the medal insertion process S210 in FIG.

[0477] Note that, here, an example has been given in which, when it is determined that replay is in operation (YES in S1 of Figure 37), the difference number counter update process is terminated and the difference number counter update process (S2 to S7) and the process of determining whether the value of the difference number counter is less than 20,000 (S8, S9) are not performed. However, this is not limited to such a case, and even if replay is in operation (YES in S1), either one or both of the process of updating the difference number counter and the process of determining whether the value of the difference number counter is less than 20,000 may be performed.

[0478] Fig. 38 is a flow chart for explaining the complete function activation determination process S210-16 in the main control board 200. The numerical values ​​of steps S in the explanation of Fig. 38 are used only in the explanation of this figure.

[0479] (Step S1) The main CPU200a judges whether or not the game state is in the RBB operation in the use area. As a result, if it is judged that the game state is in the RBB operation, the complete function operation judgment process S210-16 is terminated, and if it is judged that the game state is not in the RBB operation, the process proceeds to step S2. Here, by not activating the complete function when the game state is in the RBB operation, the player can extend the game in order to complete the acquisition of the game profit by the currently executed RBB operation game state even in a situation where the complete function is activated.

[0480] In addition, once the complete function activation flag is turned ON in the difference number counter update process S280-27 described above, the complete function activation flag will not be turned OFF unless the setting is changed. Therefore, if the game is extended during the RBB operation game state after the activation conditions of the complete function are met, even if the payout of less than the specified number of medals continues and the difference number becomes less than 20,000 at the end of the RBB operation game state, the complete function activation flag will not be turned OFF. Therefore, the complete function is reliably activated.

[0481] (Step S2) The main CPU 200a judges whether the complete function operation flag is OFF in the use area. If it is judged that the complete function operation flag is OFF, the complete function operation judgment process S210-16 is terminated, and if it is judged that the complete function operation flag is not OFF, that is, ON, the process proceeds to step S3.

[0482] (Step S3) The main CPU 200a sets a completion function activation signal output timer in a separate area. A value corresponding to the time for which the signal output is to be maintained is set in the completion function activation signal output timer. In this way, the completion function can be activated.

[0483] When the complete function operation determination process S210-16 is executed and the operation of the complete function is determined, the error stop process S112 is executed in the usage area, as in the case of other errors. In the slot machine 100, the medals credited by the execution of the error stop process S112 are automatically settled.

[0484] As described above, the difference number counter update process S280-27, i.e., the update of the difference number counter according to the difference number, is executed in the latter half of one game, after the payout process S270, and in the latter half of the game transition process S280, but the setting of the complete function operation signal output timer according to the update result of the difference number counter is executed in the complete function operation determination process S210-16, i.e., the game medal insertion process S210. In this way, it is possible to avoid the player misunderstanding that the complete function is being operated in the payout process S270 or game transition process S280 when one game has not yet ended, and to clearly indicate that the complete function is being operated when the next game has started.

[0485] Here, the complete function operation determination process S210-16 is executed in the medal insertion process S210 as an example, but it may be executed at any timing after the start of the next game and before the operation of the start switch 118, for example, it may be executed in the game start process S200. However, since it is difficult to judge from the outside whether the current state is the game transition process S280 of the previous game or the game start process S200 of the next game, there is a possibility that the player may be misled. In that respect, the complete function operation determination process S210-16 is less likely to be misled by the player if it is executed in the medal insertion process S210, which is a process after the bet.

[0486] In this way, when the completion function activation signal output timer is set, the completion function is activated. The activation process of the completion function is performed, for example, in the completion function activation signal buffer setting process S400-6 in the timer interrupt process S400 in FIG.

[0487] Fig. 39 is a flow chart for explaining the complete function activation signal buffer setting process S400-6 in the main control board 200. The numerical values ​​of steps S in the explanation of Fig. 39 are used only in the explanation of this figure.

[0488] (Step S1) The main CPU 200a sets the signal output candidate in the other area to OFF.

[0489] (Step S2) In response to the completion function activation signal output timer being set in the completion function activation determination process S210-16, the main CPU 200a updates the completion function activation signal output timer in another area by decrementing it by 1.

[0490] (Step S3) The main CPU 200a, in a separate area, determines whether or not the completion function operation signal output timer is 0. As a result, if it is determined that the completion function operation signal output timer is 0, the process proceeds to step S5, and if it is determined that the completion function operation signal output timer is not 0, the process proceeds to step S4.

[0491] (Step S4) The main CPU 200a sets the signal output candidate to ON in the separate area. In this way, the signal output candidate can be ON for a time period corresponding to the completion function operation signal output timer set in the completion function operation determination process S210-16.

[0492] (Step S5) The main CPU 200a sets signal output candidates in a complete function activation signal buffer in a separate area.

[0493] (Step S6) The main CPU 200a outputs a security signal through an external terminal based on the value of the complete function activation signal buffer in the usage area. In this way, the signal is output to the outside. In a medal-less gaming machine that can proceed with the game without the intervention of actual medals while maintaining the playability of the slot machine 100, the value of the complete function activation signal buffer is transmitted to a medal count control board (not shown) that controls the number of electronic medals held by the player.

[0494] When an initialization operation such as power-on is performed, the difference number counter is cleared. However, as described above, the clearing condition of the difference number counter differs depending on whether or not the setting is changed. When the setting is changed, the clearing process of the difference number counter is performed, for example, in the first difference number counter clearing process S120-8 in the setting value switching process S120 of FIG.

[0495] Fig. 40 is a flow chart for explaining the first difference number counter clear process S120-8 in the main control board 200. The numerical values ​​of steps S in the explanation of Fig. 40 are used only in the explanation of this figure.

[0496] (Step S1) The main CPU 200a clears the difference number counter in the separate area and sets the initial value to "0."

[0497] (Step S2) The first difference number counter clear process S120-8 is a process performed during the setting value switching process S120. Therefore, the main CPU 200a clears the difference number counter as well as the complete function operation flag, the complete function operation signal output timer, and the complete function operation signal buffer (OFF→complete function operation flag, initial value→complete function operation signal output timer, initial value→complete function operation signal buffer). In this way, the complete function can be initialized by changing the settings.

[0498] Furthermore, the clearing process of the difference number counter due to the initialization operation when the setting change is not executed is performed, for example, in the second difference number counter clearing process S130-20 in the state restoration process S130 in FIG.

[0499] Fig. 41 is a flow chart for explaining the second difference number counter clearing process S130-20 in the main control board 200. The numerical values ​​of steps S in the explanation of Fig. 41 are used only in the explanation of this figure.

[0500] (Step S1) The main CPU 200a clears the difference number counter in the separate area and sets the initial value to 0. Since no setting change has been performed here, only the difference number counter is cleared, and the complete function operation flag, the complete function operation signal output timer, and the complete function operation signal buffer are not cleared.

[0501] <Performance when the complete function is activated> FIG. 42 is an explanatory diagram for explaining the processing of the performance control means 334. Here, it is assumed that an error (e.g., a backup error) has occurred in the slot machine 100 for some reason. When an error occurs, the main CPU 200a executes the error stop processing S112 and displays an error code (e.g., "E7") corresponding to the error on the main payout display unit 132. In addition, the performance control means 334 displays an error image on the liquid crystal display unit 124 in response to a command received from the main control board 200, as shown in FIG. 42(a). Here, it is assumed that a backup error has occurred, and the error image includes "E7" as an error code so that the type of the error can be understood.

[0502] In addition to the "backup error" (error code "E7"), the errors managed by the main control board 200 include "backflow error" (error code "E1"), "empty error" (error code "E2"), "dispensing jam error" (error code "E3"), "dispensing error" (error code "E4"), "over error" (error code "E5"), "stagnation error" (error code "E6"), "door open error" (error code "E8"), "insertion error" (error code "E9"), "display judgment error" (error code "EE"), "RWM error" (error code "EA"), and "setting value error" (error code "EC"). These errors are defined as follows. For example, the abnormal state "backflow error" occurs when the order of passing medals is incorrect in the two passing sensors of the inserted medal detection unit 114b while the medals are being inserted. The abnormal condition "empty error" occurs when the OFF state of the passing sensor of the payout medal detection unit (not shown) constituting the medal payout device 142 continues for a predetermined time (e.g., 2100 msec) or more when paying out medals. The abnormal condition "payout jam error" occurs when the ON state of the passing sensor of the payout medal detection unit continues for a predetermined time (e.g., 172 msec) or more when paying out medals. The abnormal condition "payout abnormal error" occurs when the ON state of the passing sensor of the payout medal detection unit continues for a predetermined time (e.g., 6 msec) or more other than when paying out medals. The abnormal condition "over error" occurs when the ON state of the overflow sensor (not shown) provided in the medal storage unit (not shown) constituting the medal payout device 142 continues for a predetermined time (e.g., 700 msec) or more. The abnormal state "retention error" occurs when the ON state of the passage sensor of the inserted medal detection unit 114b continues for a predetermined time (e.g., 160.92 msec) or more, or when the ON state of the insertion detection sensor that detects medals inserted into the medal insertion slot 114a continues for a predetermined time (e.g., 533 msec) or more. The abnormal state "backup error" occurs when an RWM backup abnormality is detected when the power switch 144 is turned on.The abnormal state "door open error" occurs when the ON state of the door opening / closing switch (not shown) that detects the open state of either the front upper door 104 or the front lower door 106 as the front door continues for a predetermined time (e.g., 48 msec) or more. The abnormal state "insertion abnormal error" occurs when the passing sensor of the inserted medal detection unit 114b is in the ON state after a predetermined time (e.g., 269 msec) or more has elapsed since the blocker (not shown) was blocked, or when the difference between the number of medals that passed through the two passing sensors of the inserted medal detection unit 114b in the correct order and the number of medals that passed through the R shoot sensor (not shown) is greater than a certain amount while the insertion of medals is being accepted. The abnormal state "display judgment abnormal error" occurs when, in the display judgment process S260, a small combination that is not permitted to be displayed on the effective line A is won, or a combination of symbols related to the operation of a replay role or a bonus role is displayed on the effective line A. The abnormal state "RWM abnormal error" occurs when an RWM that cannot read or write values ​​correctly is detected at the time of cold start. The abnormal condition "setting value abnormal error" occurs when the referenced setting value is outside the allowable range (setting 1 to setting 6) during an internal lottery such as a winning type lottery.

[0503] A priority order is assigned to such errors, and the error image includes only errors with a high priority order, along with a message to alert the player, "Please call an attendant." For example, if a "backup error" (error code "E7") and a "door open error" (error code "E8") occur simultaneously, the error with the higher priority order, here the "backup error" (error code "E7"), will be displayed in the error image. Meanwhile, while an error with a higher priority order is displayed in the error image, an error with a lower priority order, for example, a "door open error" (error code "E8"), will be put on hold and will not be displayed in the error image.

[0504] For example, at the timing when a "backup error" occurs, the performance control means 334 displays an error code "E7" corresponding to the "backup error" as an error image, as shown in FIG. 42(a). At this time, if the hall manager opens either the front upper door 104 or the front lower door 106 as the front door to check the vicinity of the medal passing sensor, a "door open error" occurs in addition to the "backup error". However, as described above, the "backup error" has a higher priority than the "door open error", so the performance control means 334 continues to display the error code "E7" corresponding to the "backup error" as an error image, as shown in FIG. 42(a). Then, when the manager removes the cause of the error by removing a foreign object near the medal passing sensor, etc., and resets the error by operating the setting change switch, the "backup error" is released. Then, the performance control means 334 displays an error code "E8" corresponding to the "door open error" as an error image, as shown in FIG. 42(b). Finally, when the manager closes the upper front door 104 and the lower front door 106, the presentation control means 334 deletes the error image and displays a normal game image as shown in FIG. 42(c).

[0505] As described above, when the value of the difference number counter reaches the specified difference number, the main CPU 200a activates the complete function and executes the error stop process S112. Also, the performance control means 334 displays an activation image (an image indicating that the first condition described later is satisfied) indicating that the complete function has been activated on the liquid crystal display unit 124.

[0506] The activation image may include, for example, a message indicating that the complete function has been activated, such as "COMPLETE" or "Complete function activated" displayed on the liquid crystal display 124, as shown in Fig. 42(d). In this way, the player and hall staff can understand that the complete function has been activated. The message indicating that the complete function has been activated is not limited to the above-mentioned "COMPLETE" or "Complete function activated", but may also include various letters, numbers, and symbols such as "CONGRATULATION", "HAPPY", "Congratulations", and "Congratulations" that congratulate the player on reaching the specified number of coins difference.

[0507] However, the operation image is set to have a lower priority than the error image described above. For example, if an error occurs during operation of the complete function, the error image is displayed on the liquid crystal display 124 in preference to the operation image.

[0508] For example, in response to the value of the difference number counter reaching the specified difference number, the performance control means 334 displays an operation image on the liquid crystal display unit 124 as shown in FIG. 42(d). At this time, if the hall manager opens either the front upper door 104 or the front lower door 106 as the front door, a "door open error" occurs during the operation of the complete function. As described above, since the operation image has a lower priority than the error image, the performance control means 334 displays an error image instead of the operation image as shown in FIG. 42(b). Such an error image includes an error code "E8" corresponding to the "door open error". Then, when the manager closes the front upper door 104 and the front lower door 106, the performance control means 334 deletes the error image and displays the operation image on the liquid crystal display unit 124 again as shown in FIG. 42(d). With this configuration, it is possible to notify that an error has occurred even during the operation of the complete function, and the player and the hall employee can understand the occurrence. In this way, even if an unauthorized person commits an unauthorized act while the complete function is in operation, an error image is displayed on the liquid crystal display unit 124, so that the unauthorized act can be discovered at an early stage.

[0509] If an error occurs during operation of the complete function, and a different type of error also occurs, the performance control means 334 changes the error code included in the error image to an error code corresponding to the error with the highest priority while maintaining the display of the error image. Since the error image is already displayed here, it is possible to notify the type of error simply by changing the error code in the error image.

[0510] In this way, the main CPU 200a limits the progress of the game when a predetermined progress limiting condition is satisfied. Then, the presentation control means 334 notifies that the progress limiting condition is satisfied according to the progress limiting condition included in the command received from the main control board 200. Here, the progress limiting condition is a condition that limits the progress of the game that is determined in advance, and includes a first condition, a second condition different from the first condition, and a third condition different from the first condition and the second condition. The first condition is that the value of the difference number counter reaches a specified difference number (the cumulative value based on the value related to the use of the game value and the value related to the acquisition of the game value reaches a specified value). The second condition is a condition that has a higher priority than the first condition, for example, that a backup error has occurred. The third condition is a condition that has a higher priority than the first condition and a lower priority than the second condition, for example, that a door opening error has occurred.

[0511] In this embodiment, when the first condition is satisfied and a progress restriction condition different from the first condition, for example, the third condition, is satisfied, the priority is the first condition < the third condition, so the presentation control means 334 notifies that a progress restriction condition different from the first condition is satisfied, and when the second condition is satisfied and a progress restriction condition different from the second condition, for example, the third condition, is satisfied, the priority is the second condition > the third condition, so the presentation control means 334 does not notify that a progress restriction condition different from the second condition is satisfied, but notifies, for example, that the second condition is satisfied. Also, when the progress of the game is restricted based on the first condition being satisfied, the presentation control means 334 displays an operating image (an image indicating that the first condition is satisfied) on the liquid crystal display unit 124, and when the progress of the game is restricted based on the second condition being satisfied, the presentation control means 334 does not display the operating image on the liquid crystal display unit 124, but displays, for example, an error image (an image indicating that the second condition is satisfied) on the liquid crystal display unit 124.

[0512] Fig. 43 is a flowchart illustrating the display process of the performance control means 334. The numerical values ​​of step S in the explanation of Fig. 43 will be used only in the explanation of this figure.

[0513] (Step S1) The performance control means 334 judges whether or not information that an error has occurred is included in the command received from the main control board 200. If the information that an error has occurred is included (YES in S1), the process proceeds to step S2, and if the information that an error has not occurred is not included (NO in S1), the process proceeds to step S3.

[0514] (Step S2) The performance control means 334 displays an error image on the liquid crystal display unit 124 including an error code corresponding to the error with the highest priority among the information indicating that an error has occurred, and ends the display process.

[0515] (Step S3) The performance control means 334 judges whether or not information that the complete function is operating is included in the command received from the main control board 200. As a result, if information that the complete function is operating is included (YES in S3), the process proceeds to step S4, and if information that the complete function is operating is not included (NO in S3), the display process is terminated.

[0516] (Step S4) The performance control means 334 displays the operation image on the liquid crystal display unit 124, and ends the display process.

[0517] <Modification of the complete function> In the above-described embodiment, it has been explained that when the difference in number of coins reaches a specified difference in number of coins, for example, 20,000 coins, the complete function is activated to limit the progress of the game.

[0518] However, if only the reaching of the specified difference in number of coins is simply managed, a player can continue playing without restrictions as long as the power is reset (power turned off and then turned back on) before the specified difference in number of coins is reached.Therefore, for example, when the difference in number of coins is about to reach the specified difference in number, a player may fraudulently request that a hall employee clear the difference in number counter (a counter that counts the number of playing values ​​as the game progresses) that counts the difference in number of coins before the specified difference in number is reached, or the hall may fraudulently clear the difference in number counter as a service, thereby avoiding the specified difference in number being reached.

[0519] Therefore, while the slot machine 100 has a function to reset the difference number counter to its initial state by resetting the power supply, when the difference number approaches the specified difference number, the difference number counter cannot be reset to its initial state by resetting the power supply. However, if the difference number counter cannot be reset to its initial state when the difference number approaches the specified difference number, the progress of the game will remain restricted. Therefore, even when the difference number approaches the specified difference number, if a predetermined condition is met, for example, if a setting change is made, the difference number counter can be reset to its initial state. Here, the basic concept of the difference number counter clearing process will be described.

[0520] Fig. 44 is a flow chart explaining the process of clearing the difference number counter. The process of clearing the difference number counter is executed in response to an initialization operation for initializing the difference number, which can be executed during the business hours of the hall, such as turning on the power. The numerical value of step S in the explanation of Fig. 44 is used only in the explanation of this figure.

[0521] (Step S1) The main CPU 200a judges whether or not a setting change has been made, that is, whether or not the device is in a setting change mode. If it is judged that a setting change has been made, the process proceeds to step S3, and if it is judged that a setting change has not been made, the process proceeds to step S2.

[0522] (Step S2) The main CPU 200a judges whether the difference (value of the difference counter) is equal to or greater than the clear prohibition difference. Here, the clear prohibition difference is a value less than the specified difference (for example, 19000). As a result, if it is judged that the difference is equal to or greater than the clear prohibition difference, the clearing process of the difference counter is terminated, and if it is judged that the difference is not equal to or greater than the clear prohibition difference, that is, is less than the clear prohibition difference, the process proceeds to step S3.

[0523] (Step S3) The main CPU 200a initializes the difference number by clearing the difference number counter.

[0524] In this way, when an initialization operation such as power-on is performed, the difference number counter is cleared in principle in step S3. However, if it is determined in step S2 that the difference number has reached the clear prohibition difference number (approaching the specified difference number), the process does not proceed to S3 and the clearing of the difference number counter is prohibited. However, if it is determined in step S1 that a setting change has been made, the process does not proceed to step S2, that is, the clearing of the difference number counter is permitted regardless of whether the difference number has reached the clear prohibition difference number.

[0525] With this configuration, before the difference number reaches the clear prohibition difference number, the difference number counter is permitted to be cleared in response to an initialization operation, whereas after the difference number reaches the clear prohibition difference number, the difference number counter is prohibited from being cleared in response to an initialization operation. Here, since the clear prohibition difference number is not specified, the player cannot grasp the clear prohibition difference number. Even if the clear prohibition difference number can be grasped, the exact value of the difference number is generally not notified, and the state before the player starts playing is also unknown, so the player cannot easily grasp the timing when the difference number reaches the clear prohibition difference number. Therefore, it is possible to prevent the player from turning the power back on before the specified difference number is reached and continuing the game illegally. In addition, by configuring the difference number counter to be cleared by changing the settings regardless of whether the difference number has reached the clear prohibition difference number, it is possible to avoid the progress of the game being restricted without the difference number counter being cleared.

[0526] Fig. 45 is a flowchart explaining a modification of the second difference number counter clearing process S130-20 in the main control board 200. In order to realize the above-mentioned clear prohibition difference number, the second difference number counter clearing process S130-20 in Fig. 41 may be changed as shown in Fig. 45. The numerical values ​​of step S in the explanation of Fig. 45 are used only in the explanation of this figure.

[0527] (Step S1) The main CPU 200a judges whether the value of the difference number counter is equal to or greater than the clear prohibition difference number in another area. As a result, if it is judged that the value of the difference number counter is equal to or greater than the clear prohibition difference number, the second difference number counter clearing process S130-20 is terminated, and if it is judged that the value of the difference number counter is not equal to or greater than the clear prohibition difference number, the process proceeds to step S2. Here, if the value of the difference number counter is equal to or greater than the clear prohibition difference number, the process does not proceed to step S2 to prevent the difference number counter from being cleared.

[0528] (Step S2) The main CPU 200a clears the difference number counter in the separate area. Here, the main CPU 200a can clear the difference number counter by setting it to 0.

[0529] <Suggestion that the complete function is activated> As described above, when the difference in number of coins reaches the specified difference in number of coins (specified value), the complete function is activated and the progress of the game is restricted. However, since the player cannot accurately grasp the difference in number of coins after the power is reset, the player cannot accurately grasp the difference in number of coins that can be obtained until the complete function is activated.

[0530] Suppose a player stops playing just before the complete function is activated, and another player starts playing the same slot machine. In this case, the other player cannot grasp the difference in the number of coins that can be won before the complete function is activated, so there is a risk that the complete function will be activated after only winning a small number of coins. In such a case, the player may feel suspicious due to the sudden activation of the complete function.

[0531] Therefore, the performance control means 334 obtains the difference number (value of the difference number counter), and when the difference number reaches the clear prohibition difference number, notifies the player that the complete function is approaching operation (there is a possibility that the specified difference number will be reached) or that the clear prohibition difference number has been reached through the liquid crystal display unit 124, the speaker 128, the performance lamp 126, etc. In this way, the player's distrust due to the sudden operation of the complete function is eliminated.

[0532] 46 and 47 are explanatory diagrams for explaining the processing of the performance control means 334. For example, when the difference number reaches the clear prohibition difference number, the performance control means 334 executes a suggestion performance that suggests that the difference number may reach the specified difference number.

[0533] Suppose that the AT presentation state ends after the difference number reaches the clear prohibition difference number, and the presentation state transitions to the normal presentation state. The presentation control means 334 performs a stage presentation indicating that the presentation state is the normal presentation state. There are a plurality of types of stage presentation, which are switched at various times according to the progress of the game. The player can grasp the progress of the game through the stage presentation. Here, as the stage presentation, as shown in FIG. 46(a), a background image of stage A and a stage name notification image "Stage A" are displayed on the liquid crystal display unit 124. The background image is an image displayed on the entire liquid crystal display unit 124 and serves as the background of any image used in the presentation, and includes, for example, scenes such as parks, roads, buildings, stadiums, facilities, towns, mountains, hills, ponds, oceans, beaches, morning, afternoon, evening, night, sunny, cloudy, rain, and snow.

[0534] When the difference number reaches the clear prohibition difference number, the performance control means 334 executes a suggestive performance. Specifically, the performance control means 334 displays a suggestive image suggesting that the specified difference number may be reached in a layer higher than the layer in which the background image of the stage performance is displayed. Such a suggestive image is placed in the top layer among the layers that display performances according to the progress of the game. However, the suggestive image may be placed lower than a layer that displays a performance that stops the progress of the game, such as an error display.

[0535] Also, the performance control means 334 displays the display area of ​​the suggestive image in a position that avoids overlapping with the display area of ​​other images, for example, the display area of ​​the stage name notification image (for example, "Stage A") in FIG. 46 and FIG. 47, and does not impede the visibility of other images (does not overlap). Images that are not to be overlapped with the suggestive image are images that contain information to notify the player by letters, numbers, symbols, etc. Here, examples of images that contain information to notify the player include, in addition to the stage name notification image, an image showing the number of medals acquired, an image showing the game status, an image showing the performance status, an image showing the counter value, an image encouraging button performance, an auxiliary performance, a warning image, an image to prevent addiction, a logo image showing the model name of the slot machine 100, a logo image showing the manufacturer of the slot machine 100, and an image encouraging the use of a service that can save game records (for example, Hit WIN). Here, the button performance is a performance that encourages the player to operate the performance switch 122. The warning image is an image that calls attention to the progress of the game, and includes, for example, a rotation warning error image that is notified when the stop operation is not performed for a predetermined time after the operation of the stop switch 120 becomes effective. The addiction prevention image is an image that calls the player to prevent addiction to the game. Such an addiction prevention image is expressed by a predetermined slogan (message), such as "Pachislot is a game that should be enjoyed in moderation" or "Be careful not to get addicted," and is displayed at the end of a bonus game state having a so-called end screen in which the number of paid out coins exceeds 50 coins, or at the end of at least one of an RT game state, an AT performance state, and an ART game state having an end screen in which the number of medals acquired in a series of increase sections (continuous sections in which an increase in medals can be expected due to the characteristics of the game) exceeds 300 coins.

[0536] By displaying the display area of ​​the suggestive image at a position that does not overlap (does not impede visibility) with the display area of ​​the image containing the information to be notified to the player, the visibility of the information to be notified to the player can be improved. Also, the display area of ​​the suggestive image does not overlap with the display area of ​​the image containing the information to be notified to the player, which may cause distrust by the player that the information is difficult to understand.

[0537] However, the display area of ​​the suggestive image is permitted to overlap with the display area of ​​the image displayed on the entire liquid crystal display unit 124, such as a background image or a performance using the entire liquid crystal display unit 124. Note that the performance displayed on the entire liquid crystal display unit 124 may include characters, numbers, and symbols with little information value. For example, a signboard or monitor in a background image may have characters attached thereto. In this way, overlapping is permitted for information that is not intended to notify the player. In addition, images that are permitted to overlap with the suggestive image are not limited to performances displayed on the entire liquid crystal display unit 124, but may be images that occupy a larger area than an image that includes information to notify the player. For example, images that are displayed on the entire liquid crystal display unit 124 in one scene of a performance (at any timing) and images that occupy 1 / 2 or more of the liquid crystal display unit 124 are also included. For example, images that have the same horizontal length as the liquid crystal display unit 124 and images that have the same vertical length as the liquid crystal display unit 124 are also included.

[0538] The suggestion image also includes letters, numbers, and symbols that allow the player to know that the activation of the complete function is approaching. For example, the performance control means 334 displays the character string "0116 coins until the activation of the complete function" on the liquid crystal display unit 124, as shown in Fig. 46(a). In the suggestion image, the character string is surrounded by a frame, and the white character string is emphasized by, for example, displaying the frame in red with a solid black pattern inside the frame.

[0539] In addition, the character string indicates the difference between the number of coins until the completion function is activated, that is, the difference between the specified number of coins and the difference (hereinafter, referred to as the reached difference number) in a four-digit number. For example, if the specified number of coins is 20,000 coins and the difference number is 19,884 coins, the difference "0116 coins" will be displayed in the character string as shown in FIG. 46(a). When the difference number is updated, the character string (number) will be updated accordingly. Note that, here, an example is given in which the reached difference number is displayed in a four-digit number regardless of its size, but this is not the only case, and the number of digits of the reached difference number may be the same as the number of digits displayed (if the most significant digit is "0", that digit does not need to be displayed). The reached difference number may also be changed in increments of 10 or 100.

[0540] Then, the performance control means 334 changes the transparency of the suggestion image as a suggestion performance. Here, the transparency is expressed as a degree of transparency of the image (color) of the lower (back) layer by the image being transparent, expressed as 0 to 100%, and the higher the transparency, the easier it is to see the image of the lower layer. Specifically, the performance control means 334 displays the suggestion image with a transparency of 0% at any timing as shown in FIG. 46(a), then gradually increases the transparency, and displays the suggestion image with a transparency of 90% as shown in FIG. 46(b), then gradually decreases the transparency. Here, the minimum value of the transparency is set to 0% and the maximum value is set to 90%, but it goes without saying that it can be set arbitrarily without being limited to such values. For example, the minimum value of the transparency may be set to 0% to not allow the image of the lower layer to be transmitted at all, and the maximum value may be set to 100% to not display the suggestion image at all.

[0541] The presentation control means 334 repeats this up and down change of transparency periodically (for example, every two seconds). Therefore, to the player, the suggestive image appears to be flashing on the liquid crystal display unit 124. This flashing action emphasizes the suggestive image, making it possible to draw the player's attention. Furthermore, when the suggestive image is highly transparent, the player can see (understand) the image on a layer lower than the suggestive image, for example, the background image.

[0542] In this example, a character string (for example, "0116 coins until the complete function is activated") that notifies the player of the difference in number of coins until the complete function is activated is displayed on the liquid crystal display unit 124 as the suggestive image. However, the example is not limited to this case, and it is sufficient for the suggestive image to allow the player to understand that the complete function is approaching activation. For example, as shown in FIG. 47, the performance control means 334 may display the character string "The complete function is approaching activation" on the liquid crystal display unit 124 as the suggestive performance. In this case, the performance control means 334 periodically repeats the process of displaying the suggestive image with 0% transparency as shown in FIG. 47(a) at any timing as the suggestive performance, gradually increasing the transparency, displaying the suggestive image with 90% transparency as shown in FIG. 47(b), and gradually decreasing the transparency. Here, it can be seen that the suggestive image is transparent and the background can be seen as shown in FIG. 47(b).

[0543] In this way, when the difference number reaches the clear prohibition difference number, the suggestive effect is executed, so that even if a player stops playing just before the complete function is activated and another player tries to start playing on the slot machine 100, the other player can know the difference number that can be obtained before the complete function is activated by the suggestive effect. Therefore, it is possible to dispel the player's distrust due to the sudden activation of the complete function.

[0544] Furthermore, the suggestion image allows the player to accurately grasp the difference in the number of coins that can be acquired before the complete function is activated, and after grasping the difference in the number of coins, the player can decide whether or not to start playing on that slot machine 100.

[0545] However, if the player stops playing and the game is not played for a predetermined time, the presentation control means 334 executes a standby presentation (demo presentation) and displays a standby screen (demo screen) on the liquid crystal display unit 124. The standby presentation is a presentation that urges the player to start playing or demonstrates the slot machine 100 instead of the ongoing presentation. Here, other players may start playing while the standby screen is displayed on the liquid crystal display unit 124. If it is not possible to know from the standby screen that the completion function is approaching, the other players may insert medals without knowing this. Therefore, the presentation control means 334 in this embodiment executes a suggestive presentation even when the standby presentation is being executed.

[0546] Fig. 48 is an explanatory diagram for explaining the processing of the performance control means 334. For example, when the difference number reaches the clear prohibition difference number, the performance control means 334 executes a suggestion performance indicating that the operation of the complete function is approaching, as shown in Fig. 48(a).

[0547] In addition, when the player stops playing and the game is not played for a predetermined time, the performance control means 334 executes a waiting performance and displays a waiting screen on the liquid crystal display unit 124 as shown by cross-hatching in FIG. 48(b). The performance control means 334 executes a suggestive performance in parallel while executing the waiting performance and continuously displays a suggestive image on the liquid crystal display unit 124. The display position of the suggestive image during execution of the waiting performance shown in FIG. 48(b) may be the same as the display position of the suggestive image before executing the waiting performance shown in FIG. 48(a), or may be moved to a position that is easily visible to the player. In addition, the size and shape of the suggestive image during execution of the waiting performance shown in FIG. 48(b) may be the same as the size and shape of the suggestive image before executing the waiting performance shown in FIG. 48(a), or may be changed to a size and shape that is easily visible to the player.

[0548] Also, the presentation control means 334 may display an anti-addiction image on the liquid crystal display unit 124 while the standby presentation is being executed, as shown in Fig. 48(b). As described above, the suggestive image and the anti-addiction image are in a positional relationship where they do not overlap, so that the player can properly view both the suggestive image and the anti-addiction display.

[0549] Furthermore, the presentation control means 334 may display not only the addiction prevention image, but also a logo image showing the model name of the slot machine 100, a logo image showing the manufacturer of the slot machine 100, an image encouraging the use of a service that can save game records, and the like, on the liquid crystal display unit 124 while the standby presentation is being performed. Here, the suggestive image and the image containing the information to be notified to the player are positioned so as not to overlap, so that the player can properly grasp the suggestive image and the information to be notified to the player.

[0550] With this configuration, even if the slot machine 100 on which the player is trying to play is in the standby mode, the player can know the difference in the number of coins that can be obtained until the completion function is activated by the suggestion effect. Therefore, it is possible to dispel the player's distrust due to the sudden activation of the completion function.

[0551] Furthermore, even if the slot machine 100 on which the player is trying to play is in a standby state, the player can accurately grasp the difference in the number of coins that can be obtained until the complete function is activated through the suggestive image, and can determine whether or not to start playing on that slot machine 100 after grasping the difference in the number of coins.

[0552] <Hysteresis in suggestive performance> However, depending on the progress of the game, the difference number may again become less than the clear prohibition difference number. For example, suppose that a player bets a specified number of medals and a winning role "1 medal role" is won. In that case, the difference number is subtracted by 2 medals (3 medals - 1 medal). In this way, the difference number again becomes less than the clear prohibition difference number. As described above, the update process of the difference number counter is performed in the difference number counter update process S280-27 in the game transition process S280 of FIG. 31, so the value of the difference number counter is not updated only by betting.

[0553] The presentation control means 334 executes the suggestive presentation by comparing the difference number with the clear prohibition difference number. However, if the presentation control means 334 simply compares the difference number with the clear prohibition difference number, the suggestive presentation that has just been displayed will end when the difference number becomes less than the clear prohibition difference number. This may result in the suggestive image repeatedly being displayed and not displayed, which makes the player feel uncomfortable. Furthermore, the presentation control means 334 will also repeatedly execute and end the suggestive presentation, which makes the processing complicated. Therefore, a hysteresis is provided to the execution of the suggestive presentation, reducing the frequency of switching between displaying and not displaying the suggestive image.

[0554] FIG. 49 is an explanatory diagram for explaining the hysteresis. As shown in FIG. 49, when the difference number increases and reaches 19,000 pieces, which is the clear prohibition difference number, the performance control means 334 executes the suggestive performance. However, once the suggestive performance is executed, even if the difference number decreases and becomes a value lower than the clear prohibition difference number, the performance control means 334 continues to execute the suggestive performance. However, when the difference number becomes less than 18,970 pieces, which is a value (third specified value) that is a further predetermined number (for example, 30 pieces) lower than the clear prohibition difference number, the performance control means 334 ends the suggestive performance. Once the suggestive performance is not executed, even if the difference number increases and becomes higher than 18,970 pieces, which is a value lower than the clear prohibition difference number by a predetermined number, the performance control means 334 continues not to execute the suggestive performance, and when the clear prohibition difference number is reached again, the performance control means 334 re-executes the suggestive performance.

[0555] Therefore, when the difference in number of coins reaches a value between 18,970 coins (reached difference in number of coins: 1,030 coins) and 19,000 coins (reached difference in number of coins: 1,000 coins), if the suggestive image is not displayed, the suggestive image will not be displayed until the difference in number of coins reaches the prohibition difference in number of coins for clearing (19,000 coins); if the suggestive image is displayed, the suggestive image will not be hidden until the difference in number of coins falls short of the predetermined number of coins (18,970 coins) below the prohibition difference in number for clearing.

[0556] Fig. 50 is an explanatory diagram for explaining the processing of the performance control means 334. For example, when the specified difference number is 20000, it is assumed that the difference number becomes 19000. In this case, the performance control means 334 executes a suggestion performance, and displays a suggestion image including the reached difference number of 1000 (for example, "1000 pieces until the complete function is activated") on the liquid crystal display unit 124, as shown in Fig. 50(a).

[0557] After that, as the game progresses, the difference in number of coins decreases to 18990 coins. In this case, the difference in number of coins becomes less than the clear prohibition difference number. However, the presentation control means 334 continues the suggestion presentation, and displays a suggestion image including the reached difference number of coins of 1010 coins (for example, "1010 coins until the complete function is activated") on the liquid crystal display unit 124, as shown in FIG. 50(b).

[0558] Next, suppose that the difference in number of coins decreases to 18969 coins as the game progresses. In this case, the difference in number of coins becomes a value lower than the clear prohibition difference number minus 30 coins. At this point, the performance control means 334 ends the suggestion performance and makes the suggestion image non-displayed, as shown in FIG. 50(c). In this way, the performance control means 334 has a hysteresis of 30 coins.

[0559] Next, as the game progresses, the difference in number of coins increases to 18990 coins. In this case, the difference in number of coins becomes higher than the clear prohibition difference number minus 30 coins. However, the performance control means 334 does not execute the suggestion performance, and does not display the suggestion image as shown in FIG. 50(d).

[0560] After that, as the game progresses, the difference in number of coins becomes 19010 coins. In this case, the difference in number of coins becomes equal to or larger than the clear prohibition difference number. The presentation control means 334 executes a suggestion presentation, and displays a suggestion image including the reached difference in number of coins of 990 coins (for example, "0990 coins until the complete function is activated") on the liquid crystal display unit 124, as shown in FIG. 50(e).

[0561] This hysteresis property can reduce the frequency of switching between display and non-display of the suggestive image. This makes it possible to eliminate the discomfort felt by the player due to the suggestive image being displayed and hidden frequently. When the suggestive image is displayed stably in this way, the player can easily grasp the suggestive image and can fully understand that the operation of the complete function is approaching. In addition, since it is possible to prevent the presentation control means 334 from repeatedly executing and ending the suggestive presentation, it is possible to reduce the processing load.

[0562] The timing for displaying such a suggestive image is set to be simultaneous with or after the timing when the difference number reaches the prohibited difference number and the clearing of the difference number counter is restricted by the initialization operation. In this way, after the suggestive image is displayed, the difference number counter cannot be cleared by the initialization operation. Therefore, even if the player recognizes from the suggestive image that the difference number is approaching the specified difference number, the difference number counter cannot be cleared by the initialization operation, so it is possible to prevent unauthorized resetting of the difference number counter.

[0563] The suggestive image is also displayed when the difference reaches the prohibition difference regardless of whether the number of inserted coins is a specified number (for example, 3 coins), that is, when playing with 2 or 1 coins inserted, the suggestive image is also displayed when the difference reaches the prohibition difference regardless of the game state or performance state, that is, when the game state is a non-internal game state, a game state in the RBB, or a game state in which the RBB is operating, and regardless of the RT state in which the performance state is a non-advantageous performance state, a normal performance state, a premonition performance state, an AT performance state, a distribution performance state, a special premonition performance state, or a special performance state.

[0564] In this way, even if the power is turned on again after the suggestion image is displayed, that is, after the difference number reaches the clear prohibition difference number, the difference number counter is not cleared. Therefore, the performance control means 334 may display "difference number not cleared" on the liquid crystal display unit 124 as an indication that the difference number counter has not been cleared (the state of the calculation means). In this way, the performance control means 334 can notify the state of the difference number counter (calculation means) in response to power-on. Such a suggestion image allows the hall staff to understand that the difference number counter cannot be cleared unless the setting is changed, and therefore they can take appropriate action thereafter.

[0565] Here, an example is described in which if the difference number is less than the clear prohibition difference number, the difference number counter is cleared by an initialization operation (predetermined operation), and if the difference number is equal to or greater than the clear prohibition difference number, the initialization operation restricts clearing of the difference number counter. However, this is not limited to the above case, and if the difference number is a predetermined first value (e.g., 1000), the difference number counter is cleared by an initialization operation, and if the difference number is a predetermined second value (e.g., 19500) that is smaller than the difference between the difference number and the specified difference number than the predetermined first value, the initialization operation restricts clearing of the difference number counter. In addition, the relationship between the first value and the second value may be such that the first value (e.g., 1000) is larger than the difference between the difference number and the specified difference number than the second value (e.g., 19500), or conversely, the first value (e.g., 19500) is smaller than the difference between the difference number and the specified difference number than the second value (e.g., 1000).

[0566] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0567] For example, in the above embodiment, an example was given in which the difference number counter successively adds the difference number to count, but the difference number counter may successively subtract the difference number to count. In this case, if the difference number counter value becomes a value equivalent to the specified difference number (e.g., 0) as a result of subtracting the difference number, the progress of the game is restricted. Also, if the difference number counter value is greater than a value equivalent to the clear prohibition difference number (e.g., 1000), the difference number counter is cleared by an initialization operation (a specified operation), and if the difference number counter value is equal to or less than the clear prohibition difference number, the clearing of the difference number counter is restricted by the initialization operation.

[0568] Also, here, an example has been described in which a difference between the number of medals inserted and the number of medals paid out since the power was turned on is counted by a difference counter, and the value of the counter is compared with a specified value. However, this is not the only case, and it is sufficient that a calculation means calculates a cumulative value based on a value related to the use of game value and a value related to the acquisition of game value, and the calculated value calculated by the calculation means is compared with a specified value. For example, the number of game values ​​consumed by a player to start playing can be adopted as the value related to the use of game value, and the number of acquired values ​​acquired in response to the consumption of game value can be adopted as the value related to the acquisition of game value.

[0569] In addition, in the above-mentioned embodiment, an example was given of comparing the difference in the number of sheets since power-on with a specified difference in the number of sheets (specified value), but this is not limited to the above case. It is also possible to compare MY, which corresponds to the difference in the number of sheets when the lowest difference in the number of sheets is set to 0, with the specified difference in the number of sheets (specified value).

[0570] In addition, in the above-described embodiment, an example was given in which the number of reels 110 is three (left reel 110a, center reel 110b, right reel 110c), but this is not limited to this case, and the present invention can also be applied to cases in which the number of reels 110 is four (first reel, second reel, third reel, fourth reel) or five or more reels.

[0571] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional units for progressing the game, but the functional units of the main control board 200 may be arranged on the sub-control board 202, or the functional units of the sub-control board 202 may be arranged on the main control board 200, or all the functional units may be arranged together on a single control board.

[0572] For example, in the above-described embodiment, as a gaming machine, a slot machine including a winning role selection means for selecting one of a plurality of winning roles by a winning role selection lottery based on the operation of a start switch, a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in accordance with the operation of the start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch based on the selection result of the winning role selection means in accordance with the operation of a stop switch corresponding to the rotating reel, and an effect control means for executing one of a plurality of effects has been exemplified. The present invention can also be applied to a pachinko machine equipped with a pattern determination means for determining one of a plurality of types of patterns including a jackpot pattern, a pattern display means for displaying a pattern on a pattern display section when a predetermined variation time has elapsed since the pattern has been determined, a big prize game execution means for executing a big prize game consisting of a plurality of round games after the jackpot pattern is displayed on the pattern display section, a game profit awarding means for awarding a predetermined game profit when a game ball that has entered a big prize opening enters a specific area during a predetermined specific round game among the round games in the big prize game, and an effect execution means for executing an effect during the big prize game.

[0573] In such a pachinko machine, the difference ball counter (calculation means) counts the difference ball (accumulated value based on the value related to the use of game value and the value related to the acquisition of game value) between the number of game balls shot into the game area (value related to the use of game value) and the number of payouts (value related to the acquisition of game value) from the time of power-on, and the progress limiting means limits the progress of the game when the value of the difference ball counter reaches a specified difference ball number (specified value), and releases the limit on the progress of the game by clearing (initializing) the difference ball counter in the state in which the progress of the game is limited. At this time, if the value of the difference ball counter is a first value, the difference ball counter is cleared in response to a specified operation, and if the value of the difference ball counter is a second value, the clearing of the difference ball counter is limited in response to a specified operation.

[0574] However, once the value of the difference ball counter reaches the specified difference number of balls, the complete function is activated even if the value of the difference ball counter is less than the specified difference number of balls thereafter. In this way, the complete function can be activated regardless of the presence or absence of an operation that makes the number of game balls shot into the game area > the number of payouts, so it is possible to eliminate the element of strategy. Here, an example of an operation that makes the number of game balls shot into the game area > the number of payouts is an operation that makes the balls not enter the big prize opening but enter the out opening.

[0575] In addition, in the pachinko machine, similarly to the slot machine 100, it is not necessary to count the difference between the number of game balls shot into the play area since the power is turned on and the number of payouts by a difference ball counter and compare the value of the counter with a specified value, but it is sufficient that a calculation means calculates a cumulative value based on a value related to the use of game value and a value related to the acquisition of game value, and compares the calculated value calculated by the calculation means with a specified value. For example, the number of game values ​​consumed by the player to start playing can be adopted as the value related to the use of game value, and the number of acquired values ​​acquired in response to the consumption of game value can be adopted as the value related to the acquisition of game value.

[0576] In addition, in pachinko machines, as images containing information to be notified to the player, instead of or in addition to the above-mentioned stage name notification image, an error display image, a performance mode name notification image, an operation instruction image, a game result display image, a volume display image, a light amount display image, etc. can be adopted. Here, the error display image is, for example, an image related to an error that does not require the game to be stopped, such as an error related to a winning ball. The performance mode name notification image is an image that notifies the performance mode selected at that time. The operation instruction image is, for example, an image that instructs the operation of a handle or a performance switch, such as "right hit". The game result display image is an image that indicates the mini-pattern that indicates the variation of a special pattern or a normal pattern or the lottery result with numbers, symbols, or letters, or the number (numerical value) of reserved jackpot lotteries that have been stocked up to a predetermined number. Among these, the volume display image, the light amount display image, and the game result display image are displayed even during the execution of a standby performance, and are in a positional relationship that does not overlap with the suggestion image.

[0577] In the above embodiment, the slot machine 100 is designed to use medals as game value to play the game, but the game value may be electrical information (so-called medal-less game machine, smart pachislot). In this case, when a winning combination is achieved, the value amount corresponding to the winning combination may be given to the player as electrical information. Also, in pachinko machines, so-called managed game machines (smart pachinko) may be adopted, in which game balls are enclosed and circulated so that the player can play the game without touching the game balls. In this case, the game value indicating the payout number and the difference in balls can be treated as electrical information, but the game balls launched into the play area are not electrical information.

[0578] Furthermore, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0579] 100 Slot Machines (Amusement Machines) 110 Reels 118 Start switch 120 Stop Switch 200a Main CPU (Progression restriction method) 304 Winning Type Drawing Method 306 Reel control means 314 Presentation state control means 334 Production Control Means

Claims

[Claim 1] A calculation means for calculating a value based on a value related to the use of the game value and a value related to the acquisition of the game value; a progress limiting means for limiting the progress of a game when the calculated value calculated by the calculating means reaches a first specified value; Equipped with When the calculated value reaches a second specified value, which is a value before the calculated value reaches the first specified value, a suggestion effect is executed to suggest that the calculated value may reach the first specified value; When the power is turned on, a predetermined initial value is set in the calculation means, the calculation means sets the calculated value to 0 when the value relating to the use of the game value is greater than the value relating to the acquisition of the game value, causing the calculated value to be negative; The calculated value may be cleared under a condition where the calculated value has not reached the first specified value, A gaming machine capable of prohibiting clearing of the calculated value under a specific situation in which the calculated value has not reached the first specified value and has reached the second specified value.