Game machine
The gaming machine addresses the need for enhanced gameplay enjoyment by introducing a role determination system with replay roles and state-switching features, offering varied gameplay and increased engagement.
Patent Information
- Application Number
- JP2024070276
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-24
- Publication Date
- 2025-11-06
AI Technical Summary
Conventional gaming machines lack enhancements to improve gameplay enjoyment and player engagement.
The gaming machine incorporates a role determination mechanism that grants bonuses for specific symbol combinations, including replay roles allowing players to play without spending game value, and switches between game states with varying line configurations to enhance gameplay variety.
This configuration enhances gameplay enjoyment by providing varied gameplay experiences and increased player engagement through bonus opportunities and state transitions.
Smart Images

Figure 2025166336000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as slot machines and pachinko machines. [Background technology]
[0002] Conventionally, gaming machines include slot machines (reel-type gaming machines), pachinko gaming machines, arrange ball gaming machines, and jankyu gaming machines, and among these types of gaming machines there is, for example, a slot machine as shown in Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-144015 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional gaming machines, various innovations have been made to improve the gameplay and make the game more enjoyable, and to allow players to play smoothly, but there is still room for further improvement.
[0005] An object of the present invention is to provide a gaming machine that can enhance the enjoyment of the game. [Means for solving the problem]
[0006] The present invention has the following features. In the following description of the feature configuration, examples of the corresponding configuration in the embodiments described later are shown in parentheses.
[0007] The gaming machine according to the present invention includes a plurality of reels, a role determination means, and a bonus granting means (for example, the main control means 100 in the eighth embodiment) for granting a bonus according to a role determined by the role determination means when the symbol combination aligned on an active line when the plurality of reels have stopped corresponds to the role determined by the role determination means, and the role determined by the role determination means includes a replay role that allows a player to play the next game without spending a predetermined game value as a bonus, and a first game state in which the number of active lines is one (for example, the normal game state in the eighth embodiment in which the specified number is two) is entered. and a second game state (for example, a normal game with a specified number of three in the eighth embodiment) in which the number of effective lines is plural (for example, five lines in the eighth embodiment), and the number of symbol combinations corresponding to the replay role in the first game state (for example, one type of replay 01, two types of replay 03, and four types of replay 04 in the eighth embodiment, a total of seven types) is set to be greater than the number of symbol combinations corresponding to the replay role in the second game state (for example, one type of replay 01 and two types of replay 02 in the eighth embodiment, a total of three types). [Effects of the Invention]
[0008] According to the gaming machine having the above configuration, it is possible to enhance the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a slot machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of the slot machine. [Figure 3] FIG. 2 is a front view showing the slot machine with the front door removed. [Figure 4] FIG. 2 is a diagram showing the arrangement of symbols on the reels of the slot machine. [Figure 5] FIG. 10 is a diagram showing symbol combination 1 in the slot machine. [Figure 6] FIG. 10 is a diagram showing symbol combination 2 in the slot machine. [Figure 7] FIG. 10 is a diagram showing symbol combination 3 in the slot machine. [Figure 8] FIG. 10 is a diagram showing symbol combination 4 in the slot machine. [Figure 9] FIG. 2 is a block diagram conceptually showing the functions of the slot machine. [Figure 10] FIG. 10 is a diagram showing the relationship between each RT state in the slot machine. [Figure 11] FIG. 2 is a diagram showing the relationship between each game mode in the slot machine. [Figure 12] FIG. 10 is a diagram showing variables used in the control of the slot machine. [Figure 13] In the above slot machine, (A) is the lottery for transitioning to the advantageous zone, (B) is the lottery for Chance Mode 1, (C) is the lottery for Chance Mode 2-1, (D) is the lottery for Chance Mode 2-2, and (E) is the lottery for Chance Game 3. [Figure 14] In the above slot machine, (A) is the chance game number lottery, (B) is the chance cycle lottery, (C) is the EX1 mode lottery, (D) is the EX2 mode lottery, (E) is the AT mode lottery-1, (F) is the AT mode lottery-2, and (G) is the AT mode lottery-3. [Figure 15] In the above slot machine, (A) is the Seven 1 lottery, (B) is the Seven 2 lottery, (C) is the AT mode rewrite lottery, (D) is the Seven Loop lottery, (E) is the Gold Seven Loop lottery, (F) is the Gold Seven Loop rewrite lottery, and (G) is the figure showing the contents of the additional mode lottery. [Figure 16] In the above slot machine, (A) is a diagram showing the contents of the bell count change lottery, (B) is the Seven Stock 1 lottery, (C) is the Seven Stock 2 lottery, and (D) is the performance lever weight lottery. [Figure 17] In the above slot machine, (A) is a diagram showing the contents of AT cycle lottery-1, (B) is AT cycle lottery-2, (C) is pullback 1 lottery-1, and (D) is a diagram showing the contents of pullback 1 lottery-2. [Figure 18] In the above slot machine, (A) is a diagram showing the contents of the draw-back 1 lottery -3, (B) is a diagram showing the contents of the draw-back 2 lottery, and (C) is a diagram showing the contents of the AT cycle preferential game number lottery. [Figure 19] In the above slot machine, (A) shows the contents of the Seven Table 1 lottery, and (B) shows the contents of the Seven Table 2 lottery. [Figure 20] In the above slot machine, (A) shows the details of lottery-1 for bell number 1, (B) shows lottery-2 for bell number 1, (C) shows lottery-3 for bell number 2, and (D) shows lottery-4 for bell number 3. [Figure 21] In the slot machine, (A) shows the correspondence between the bonus condition device and the effect group A number, and (B) shows the correspondence between the winning replay condition device and the effect group B number. [Figure 22] A diagram showing the correspondence between effect group numbers and condition device group numbers in the above slot machine. [Figure 23] FIG. 10 is a diagram showing the winning numbers assigned to each condition device in the slot machine. [Figure 24] In the slot machine, (A) shows the bonus condition device, and (B) shows the winning replay condition device (1). [Figure 25] FIG. 10 is a diagram showing a winning replay condition device (2) in the slot machine. [Figure 26] FIG. 10 is a diagram showing a winning replay condition device (3) in the slot machine. [Figure 27] FIG. 10 is a diagram showing a winning replay condition device (4) in the slot machine. [Figure 28] FIG. 10 is a diagram showing a winning replay condition device (5) in the slot machine. [Figure 29] FIG. 10 is a diagram showing a winning replay condition device (6) in the slot machine. [Figure 30] 10A is a flowchart showing the flow of a setting change process, FIG. 10B is a flowchart showing the flow of a game progress control process, and FIG. 10C is a flowchart showing the flow of a game start waiting process in the slot machine. [Figure 31] 10A is a flowchart showing the flow of an internal lottery process in the slot machine, and FIG. 10B is a flowchart showing the flow of a group number setting process. [Figure 32] 10 is a flowchart showing the flow of section type number management lever processing in the slot machine. [Figure 33] 10 is a flowchart showing a continuation of the section type number management lever process. [Figure 34] In the above slot machine, (A) is a flowchart showing the advantageous zone transition process, and (B) is a flowchart showing the process of drawing the number of chance games. [Figure 35] A flowchart showing the flow of processing when an AT wins in the above slot machine. [Figure 36] 10A is a flowchart showing the flow of seven number correction processing, (B) is a flowchart showing the flow of correction counter processing, and (C) is a flowchart showing the flow of arrival flag processing in the above slot machine. [Figure 37] This is a flowchart showing the flow of lever processing when entering AT in the above slot machine. [Figure 38] In the above slot machine, (A) is a flowchart showing the flow of the loop CU rank set process, (B) is the seven loop lottery process, and (C) is the flow of the gold seven loop lottery correction process. [Figure 39] 10 is a flowchart showing the flow of the bell count counter correction process in the slot machine. [Figure 40] 10 is a flowchart showing the flow of a lever wait process in the slot machine. [Figure 41] 10 is a flowchart showing the flow of the main game state number 1 lever processing in the above slot machine, (A) is the chance mode number determination processing, and (C) is the main game state number 2, 5 lever processing. [Figure 42] This is a flowchart showing the flow of lever processing after AT winning in the above slot machine. [Figure 43]In the above slot machine, (A) is a flowchart showing the main game state number 3 lever processing, and (B) is a flowchart showing the gold seven loop rewrite lottery correction processing. [Figure 44] In the above slot machine, (A) is a flowchart showing the main game state number 4 lever processing, and (B) is a flowchart showing the AT cycle preferential game number lottery processing. [Figure 45] 10 is a flowchart showing the flow of a standby effect process in the slot machine. [Figure 46] 10 is a flowchart showing the flow of section type number management game ending processing in the slot machine. [Figure 47] 10 is a flowchart showing a flow of an accumulation counter process in the slot machine. [Figure 48] 10 is a flowchart showing the flow of main game state number 0 all-stop processing in the slot machine. [Figure 49] A flowchart showing the flow of the end processing after entering the AT in the above slot machine. [Figure 50] This is a flowchart showing the continuation of the above-mentioned post-AT entry termination processing. [Figure 51] 10A is a flowchart showing the flow of the main game state number 1 all-stop processing, and FIG. 10B is a flowchart showing the flow of the main game state number 2, 5 all-stop processing in the above slot machine. [Figure 52] 10 is a flowchart showing the flow of main game state number 3 all-stop processing in the slot machine. [Figure 53] 10 is a flowchart showing the continuation of the main game state number 3 all-stop processing. [Figure 54] 10 is a flowchart showing another continuation of the main game state number 3 all-stop processing. [Figure 55] 10 is a flowchart showing the flow of main game state number 4 all-stop processing in the slot machine. [Figure 56]10A is a flowchart showing the flow of main game state number 6 total stop processing, and FIG. 10B is a flowchart showing the flow of main game state number 7 total stop processing in the slot machine. [Figure 57] This is a flowchart showing the flow of the advantageous zone clear counter management process in the above slot machine. [Figure 58] 10 is a flowchart showing the flow of a timer interrupt process in the slot machine. [Figure 59] FIG. 10 is a front view of a slot machine according to a second embodiment. [Figure 60] FIG. 10 is a perspective view of a slot machine according to a second embodiment. [Figure 61] FIG. 10 is a front view showing the internal structure of the slot machine of the second embodiment. [Figure 62] FIG. 10 is a front view showing a state in which the main control device is installed inside the cabinet in the slot machine of the second embodiment. [Figure 63] FIG. 11 is a front view showing a state in which the front door is open in the slot machine of the second embodiment. [Figure 64] FIG. 10 is a perspective view of a main control device of a slot machine according to a second embodiment. [Figure 65] FIG. 10 is an exploded perspective view of a main control device of a slot machine according to a second embodiment. [Figure 66] FIG. 10 is a cross-sectional view of a main control device of a slot machine according to a second embodiment. [Figure 67] FIG. 10 is a perspective view of a case body of a slot machine according to a second embodiment. [Figure 68] FIG. 10 is a front view of the board case mounting mechanism in the slot machine of the second embodiment. [Figure 69] FIG. 11 is a perspective view of a board case mounting mechanism in a slot machine according to a second embodiment. [Figure 70] FIG. 10 is a front view of a main control board in the slot machine of the second embodiment. [Figure 71] FIG. 11 is a front view showing a modified example of the main control board in the slot machine of the second embodiment. [Figure 72]This is a diagram showing multiple types of electrical elements mounted in a predetermined area on the surface of another main control board in the slot machine of the second embodiment, as viewed from the board surface side. [Figure 73] 10 is a diagram showing the lead wires of multiple types of electrical elements mounted in the predetermined region of the other main control board in the second embodiment, viewed from the rear surface side of the board. FIG. [Figure 74] FIG. 10 is a diagram showing a state in which multiple types of electrical elements mounted in another predetermined area on the surface of the other main control board in the second embodiment are viewed from the board surface side. [Figure 75] FIG. 10 is a diagram showing the lead wires of multiple types of electrical elements mounted in the other predetermined area on the back surface of the other main control board in the second embodiment, as viewed from the back surface side of the board. [Figure 76] FIG. 10 is a diagram showing the relationship between the distance between the conductive layers of the other main control board and the thickness of the game medal in the second embodiment. [Figure 77] FIG. 10 is a diagram showing a state in which a game medal abuts on the edge portion of the other main control board in the second embodiment. [Figure 78] FIG. 10 is a diagram showing a state in which a pachinko ball abuts on the peripheral portion of the other main control board in the second embodiment. [Figure 79] FIG. 10 is a diagram showing the relationship between the protruding heights of lead wires of multiple types of electronic components mounted on the other main control board in the second embodiment. [Figure 80] 10 is a diagram showing how the other predetermined area of the other main control board in the second embodiment appears when viewed from the front. FIG. [Figure 81] FIG. 11 is a diagram showing how the other predetermined area of the other main control board in the second embodiment looks when viewed with the head tilted to the side. [Figure 82] 10A and 10B are diagrams showing examples of component names printed on the surface of the other main control board in the second embodiment. [Figure 83] 10A and 10B are diagrams showing examples of component frame lines printed on the surface of the other main control board in the second embodiment. [Figure 84]10 is a diagram showing the relationship between the height of the information display lamp and the height of the LED element mounted on the surface of the other main control board in the second embodiment. FIG. [Figure 85] FIG. 11 is a diagram showing a table of the number of symbols placed according to the winning probability of the winning combination lottery in the slot machine of the third embodiment. [Figure 86] FIG. 11 is an explanatory diagram for explaining the flow of the aerial battle effect executed in the slot machine of the third embodiment. [Figure 87] 10 is a flowchart showing the contents of an aerial battle performance process for executing the aerial battle performance. [Figure 88] 10 is a flowchart showing the contents of a battle presentation process executed in the aerial battle presentation process. [Figure 89] FIG. 11 is an explanatory diagram for explaining the transition control to the ending section executed in the slot machine of the third embodiment. [Figure 90] 10 is a flowchart showing an example of a process for controlling a transition to the ending section. [Figure 91] An explanatory diagram to explain the correct push order notification control during the advantageous zone executed in the slot machine of the third embodiment. [Figure 92] A flowchart showing an example of a process for executing control to notify correct button press order during the above-mentioned advantageous zone. [Figure 93] FIG. 10 is a diagram showing the arrangement of symbols on each reel in the slot machine of the fourth embodiment. [Figure 94] FIG. 10 is a diagram showing symbol combinations of a bonus role and a replay role in the slot machine of the fourth embodiment. [Figure 95] FIG. 11 is a diagram showing another replay role and small role symbol combination in the slot machine of the fourth embodiment. [Figure 96] FIG. 11 is a diagram showing another small winning symbol combination in the slot machine of the fourth embodiment. [Figure 97] FIG. 11 is a diagram showing another small winning symbol combination in the slot machine of the fourth embodiment. [Figure 98]FIG. 11 is a diagram showing another small winning symbol combination in the slot machine of the fourth embodiment. [Figure 99] FIG. 11 is a diagram showing another small winning symbol combination in the slot machine of the fourth embodiment. [Figure 100] FIG. 11 is a diagram showing another small winning symbol combination in the slot machine of the fourth embodiment. [Figure 101] FIG. 11 is a diagram showing another small winning symbol combination in the slot machine of the fourth embodiment. [Figure 102] FIG. 11 is a diagram showing types of bonus condition devices and winning re-play condition devices in a slot machine of a fourth embodiment. [Figure 103] FIG. 13 is a diagram showing another type of winning replay condition device in the slot machine of the fourth embodiment. [Figure 104] FIG. 11 is a diagram showing the relationship between each RT state in the slot machine of the fourth embodiment. [Figure 105] FIG. 10 is a diagram showing a table (1) of number placements according to winning probabilities of the winning combination lottery in the slot machine of the fourth embodiment. [Figure 106] FIG. 10 is a diagram showing a table (2) of number placements according to winning probabilities of the winning combination lottery in the slot machine of the fourth embodiment. [Figure 107] FIG. 10 is a diagram showing a table (3) of number placements according to winning probabilities of the winning combination lottery in the slot machine of the fourth embodiment. [Figure 108] FIG. 11 is a diagram showing the relationship between each main game state in the slot machine of the fourth embodiment. [Figure 109] FIG. 11 is a diagram showing the relationship between each effect stage in the slot machine of the fourth embodiment. [Figure 110] 13 is a flowchart showing the contents of main game state 0 complete stop processing in the slot machine of the fourth embodiment. [Figure 111] 13 is a flowchart showing the contents of a main gaming state 1 full stop process in the slot machine of the fourth embodiment. [Figure 112] FIG. 13 is a diagram showing each main game state and transition conditions between the main game states in the slot machine of the fifth embodiment. [Figure 113] 13 is a flowchart showing the contents of a main game state transition process in the slot machine of the fifth embodiment. [Figure 114] 13 is a flowchart showing the contents of a main game state transition process in the slot machine of the fifth embodiment. [Figure 115] 13 is a flowchart showing the contents of a main game state transition process in the slot machine of the fifth embodiment. [Figure 116] 13 is a flowchart showing the contents of a main game state transition process in the slot machine of the fifth embodiment. [Figure 117] FIG. 13 is a diagram showing each main game state and transition conditions between the main game states in the slot machine of the sixth embodiment. [Figure 118] FIG. 13 is a diagram illustrating a case where a reward icon is selected by a reward icon lottery in the slot machine of the sixth embodiment. [Figure 119] FIG. 13 is a diagram illustrating a schematic example of a procedure from rearrangement of reward icons to awarding of a reward in a slot machine of a sixth embodiment. [Figure 120] FIG. 13 is a diagram showing a winning replay condition device in the slot machine of the seventh embodiment. [Figure 121] FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 122] FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 123] FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 124] FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 125] FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 126] FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 127]FIG. 13 is a diagram showing another winning replay condition device in the slot machine of the seventh embodiment. [Figure 128] FIG. 13 is a diagram showing the correspondence between the winning replay condition device and the effect group number in the slot machine of the seventh embodiment. [Figure 129] FIG. 13 is a diagram showing each main game state and transition conditions between the main game states in the slot machine of the seventh embodiment. [Figure 130] An explanatory diagram for explaining the transition pattern from the normal zone to the advantageous zone in the slot machine of the seventh embodiment. [Figure 131] A flowchart showing the flow of push order penalty processing in the slot machine of the seventh embodiment. [Figure 132] FIG. 13 is an explanatory diagram for explaining a penalty period in the slot machine of the seventh embodiment. [Figure 133] FIG. 13 is a front view of the slot machine of the eighth embodiment. [Figure 134] FIG. 13 is a diagram showing the arrangement of symbols on each reel in the slot machine of the eighth embodiment. [Figure 135] FIG. 13 is a diagram showing symbol combinations of bonus roles and replay roles in the slot machine of the eighth embodiment. [Figure 136] FIG. 13 is a diagram showing symbol combinations of small winning combinations in the slot machine of the eighth embodiment. [Figure 137] FIG. 13 is a diagram showing a list of condition devices in the slot machine of the eighth embodiment. [Figure 138] FIG. 13 is a diagram showing a table of the number of symbols placed according to the winning probability of the winning combination in the slot machine of the eighth embodiment. [Figure 139] FIG. 13 is a diagram showing a table of the number of symbols placed according to the winning probability of the winning combination in the slot machine of the eighth embodiment. [Figure 140] FIG. 13 is a diagram showing each RT state and transition conditions between RT states in the slot machine of the eighth embodiment. [Figure 141] 13 is a flowchart showing the flow of a game progress control process in the slot machine of the eighth embodiment. [Figure 142] FIG. 13 is a diagram showing the transition of the gaming state in the slot machine of the eighth embodiment. [Figure 143] FIG. 13 is a diagram showing the effects of a normal game (specified number of coins: 3) in the slot machine of the eighth embodiment. [Figure 144] FIG. 13 is a diagram showing the effects of the "regular bonus game" in the slot machine of the eighth embodiment. [Figure 145] FIG. 13 is a diagram showing the effects of the "big bonus game" in the slot machine of the eighth embodiment. [Figure 146] FIG. 13 is a diagram showing the effects of the "big bonus game" in the slot machine of the eighth embodiment. [Figure 147] FIG. 13 is a diagram showing the effects of the "jackpot game" in the slot machine of the eighth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the above drawings. In the following explanation, "role determination process" refers to a selection process such as a lottery (also referred to as "role determination") that is carried out using electronic devices, etc., to randomly select one or more role determination result numbers (winning items) from a plurality of pre-set role determination result numbers (consisting of one or more game roles or losses (excluding cases where losses are not set)). Here, the role determination result number specifies one or more game roles (also referred to as "permitted roles" or "winning roles") or losses that are allowed to be formed in the game in which the role determination result number is determined (selected). Role determination is also referred to as "internal lottery" or "role lottery," and the "selection" in lottery or winning is also referred to as "choice" or "sen."
[0011] Furthermore, when describing "a gaming role is established" or "a gaming role is established," "establishment of a gaming role," etc., the term "establishment" is used as a concept indicating that the symbol combination (corresponding symbols) constituting the gaming role (whether it is a gaming role (minor role) with a payout of gaming medals or a gaming role (replay role or special role) without a payout) corresponding to the determined role determination result number is displayed in a predetermined stopping manner (for example, a manner in which they are lined up on an effective line, which will be described later). However, the timing of establishment can be any appropriate timing, such as when a reel stop operation is performed at a timing when the symbols corresponding to the gaming role can be stopped and displayed on the effective line, when the symbols corresponding to the gaming role are stopped and displayed on the effective line, when the slot machine identifies that the symbols corresponding to the gaming role have been stopped and displayed on the effective line, or when the identification result is stored in a memory area.
[0012] In the following explanation, the operation of inserting (treating) game medals into the medal insertion slot 21 (described later) by the player and the operation of pressing the 1-BET switch 22 or the MAX-BET switch 23 to use the specified number of game medals required to play a game from the credited (stored) game medals for use in the game are collectively referred to as the betting operation. Furthermore, this betting operation, the operation of pressing the settlement switch 24 (described later), the operation of tilting the start lever (also referred to as the "start switch") 25, and the operation of pressing the stop switches (also referred to as the "stop buttons") 26a, 26b, 26c (described later) by the player are collectively referred to as the gaming operation.
[0013] Generally, the term "inserting" in a slot machine can mean either "putting a gaming medal into the slot machine" or "using the gaming medal for play." In the following description, the term "inserting" is generally used in the former sense, and the term "bet" is used in the latter sense. Furthermore, "things used for play" are also referred to as "gaming media." These gaming media may be physical objects such as pachinko balls, magnetic cards, contact / contactless IC cards, or other recording media, such as magnetic cards or contactless IC cards, or may be value required for play (gaming value) electromagnetically recorded on a storage device such as a server accessible through personal authentication. This gaming value may be represented by conceptual gaming medals having the same value as actual gaming medals, or by fictitious or real currency units, or by points without any particular meaning.
[0014] Furthermore, pressing any one of the stop switches while all reels are spinning is called the first stop operation. Furthermore, pressing any one of the two stop switches corresponding to the spinning reel while the remaining two reels are spinning is called the second stop operation. Furthermore, pressing the stop switch corresponding to the remaining reel while that reel is spinning is called the third stop operation.
[0015] Furthermore, the "number of payouts" (also referred to as "payout numbers") of gaming medals refers to the number of gaming medals awarded to a player in one game. The act of paying out gaming medals includes the act of actually paying out gaming medals from the slot machine to the outside (also referred to as "actual payout") and the act of increasing a numerical value electromagnetically stored as gaming medals stored within the slot machine (also referred to as "storage addition payout"). Furthermore, in medal-less gaming machines, gaming value storage means for storing gaming value is provided inside the medal-less gaming machine, and the act of adding the gaming value corresponding to the awarded medals to the gaming value stored in the gaming value storage means can be written to a recording medium (e.g., an IC card) inserted in a dedicated unit provided for the slot machine by pressing and holding a counting button provided on the medal-less gaming machine. The game value is expressed as an integer value, and unless otherwise specified, there is a one-to-one relationship between the value and the number of medals. For example, a game value of "3" is equivalent to three medals.
[0016] Furthermore, the "number of game medals acquired" (also referred to as "number of medals acquired") refers to a numerical value calculated as the total number of game medals acquired by a player (paid out to a player) during a predetermined period (which can be set arbitrarily, for example, during an AT period or a bonus period). Furthermore, the "difference in number of game medals" (also referred to as "difference number") refers to the value (which may be a negative value) obtained by subtracting the total number of game medals betted from the total number of game medals paid out during a predetermined period. The "number of game medals acquired" and the "difference in number of medals" can be used as different concepts, but will be treated as synonymous below.
[0017] Furthermore, "freeze" (also referred to as "freeze effect") refers to a delay for a certain period of time in the execution of a predetermined control process related to the progress of a game. Two types of freeze can be appropriately set: a freeze that is set when the operation of the start lever 25 is accepted (also referred to as "reel spin start freeze"), and a freeze that is set after all reels have stopped spinning (also referred to as "reel spin stop freeze"). During the freeze period, a state occurs in which game operations by the player are not effectively accepted. Furthermore, during the freeze period, a reel effect (also referred to as "reel effect") may be performed. A reel effect is an effect in which reels 3a, 3b, and 3c (described below) are rotated and an arbitrary symbol combination is displayed in a stopped state, regardless of game operations by the player.
[0018] In the following explanation, "push navigation" refers to a process (action) that notifies the player of the order and position to press to assist in the realization of the game role selected by role determination. Among the push navigations, those that specifically assist in the realization of a replay role are called "RP navigation" (RP stands for replay), those that assist in the realization of a winning role (minor role) are called "prize navigation," and those that assist in the position to press to stop and display a specific symbol on an active line are called "eye push navigation" (mainly performed by the secondary control means). From another perspective, assisting with the position to press can also be said to assist the player with the timing at which to operate the stop switch. Furthermore, when it is necessary to distinguish between the push navigation performed on the main control means side and the push navigation performed on the sub-control means side, the former is also referred to as "main side push navigation" ("main side RP navigation", "main side winning navigation", "main side eye push navigation"), and the latter is also referred to as "sub side push navigation" ("sub side RP navigation", "sub side winning navigation", "sub side eye push navigation"), or as "push navigation effect" ("RP navigation effect", "winning navigation effect", "eye push navigation effect"). The former and latter are also collectively referred to as stop switch operation mode notification effect.
[0019] In the following explanations and drawings, numerical values may be expressed not only in decimal but also in binary or hexadecimal notation. To distinguish between these, when expressed in binary notation, a "B" is added to the end of the numerical value, and when expressed in hexadecimal notation, an "H" is added to the end of the numerical value. When expressed in decimal notation, no special notation is added to the end of the numerical value.
[0020] [First embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as a first embodiment of a gaming machine according to the present invention, and the basic configuration of this slot machine 1 will be described below with reference to FIGS. 1 to 8. <Appearance of the slot machine> The slot machine 1 comprises a box-shaped housing 5 (main body member) that is open at the front (forward), and a front door 2 that is attached to the front opening of the housing 5 so as to be able to open and close. When viewed from the front, the front door 2 is attached to the front opening of the housing 5 so as to be able to open and close sideways using hinge mechanisms 6a to 6c that are arranged in front of the left side plate 5a of the housing 5. As shown in FIG. 1(A), an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a tray assembly 40 are attached to the front of the front door 2, in this order from the top.
[0021] In the center of the upper panel assembly 10, the display screen 11a (also referred to as the "image display unit DP") of the image display device (also referred to as the "liquid crystal display device") 11 (see Figure 2) arranged on the back side is arranged facing forward, and around it are arranged a first performance lamp 12, second performance lamps 13a and 13b, and third performance lamps 14a and 14b. In addition, a pair of fourth performance lamps 16a and 16b are arranged on the left and right of the display screen 11a, and an upper speaker 15a is arranged between the third performance lamp 14a and the fourth performance lamp 16a, and an upper speaker 15b is arranged between the third performance lamp 14b and the fourth performance lamp 16b.
[0022] In the center of the middle panel assembly 20, there is provided a display window W through which the surfaces of the three reels 3a, 3b, 3c arranged side by side inside the main body cabinet can be seen. Below this display window W, there are provided a medal insertion slot 21 for inserting game medals (game media), a 1-BET switch 22 for betting one game medal within the credited range, a MAX-BET switch 23 for betting the maximum allowable number of game medals to bet at once (also called the "specified number", for example, three), a clearing switch 24 for paying out the bet game medals and / or the credited game medals. The machine is provided with a calculation switch 24, a start lever 25 that is operated to start the rotation of all reels 3a, 3b, 3c (the reels are also called "machines"), three stop switches 26a, 26b, 26c for individually stopping the rotation of each reel 3a, 3b, 3c (the stop switch 26a on the left side of the figure corresponds to reel 3a, the stop switch 26b in the middle corresponds to reel 3b, and the stop switch 26c on the right side corresponds to reel 3c), and a reject switch 27 for returning game medals that have been inserted through the medal insertion port 21 and become trapped.
[0023] Each stop switch has a button-shaped operation receiving part that retracts when pressed by the player's hand and returns to its original position due to spring force or the like when the player releases their hand. When this operation receiving part is pressed (pushed by hand), the contacts of the electrical circuit close and the state changes from OFF to ON, and when the pressing operation is released (hand is released), the contacts open and the state changes from ON to OFF.
[0024] Between the medal slot 21 and the MAX-BET switch 23, there are provided selection buttons (also referred to as "directional buttons" or "cross keys") 54 and a decision button (also referred to as "menu button" or "PUSH button") 55, which are used by the player to input information to the slot machine 1. Hereinafter, the selection buttons 54 and the decision button 55 are collectively referred to as "sub-buttons." As shown in FIG. 1(B), the selection buttons 54 are composed of four buttons: an up button 54U, a down button 54D, a left button 54L, and a right button 54R, which specify up, down, left, or right directions. The up, down, left, or right direction is specified depending on which button is operated by the player. The decision button 55 is made of a light-transmitting material and has a light source such as an LED installed inside. When the decision button 55 is disabled, the light source inside the switch is turned off, and when enabled, it flashes (or may be lit).
[0025] When a sub-button is pressed (pushed by hand), the contacts of an electric circuit close, switching the state from OFF to ON, and when the pressing operation is released (hand is released), the contacts open, switching the state from ON to OFF. When a sub-button is operated effectively, the sub-control means 200, which will be described later, may execute a predetermined effect process according to the operation. Also, an effect process may be executed to prompt the player to operate a sub-button. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the screen of the image display device 11 or the volume of the speaker.
[0026] Here, the up button 54U, down button 54D, left button 54L, and right button 54R that make up the selection button 54 may be able to be turned on / off individually, or a cross-shaped key top (cross key) may be provided so that the button in the direction in which the cross key is tilted is turned on. When the up button 54U, down button 54D, left button 54L, and right button 54R can be turned on / off using the cross key, two adjacent buttons (up and right, right and down, down and left, left and up) can be turned on simultaneously, but opposing buttons (up and down, right and left) may not be able to be turned on simultaneously.
[0027] The interior of the medal insertion slot 21 branches into an acceptance passage (leading to a hopper 50 described below) through which inserted game medals pass if they are validly accepted, and a return passage (leading to a medal payout outlet 41 described below) through which inserted game medals pass if they are not accepted, and a blocker 48 (see FIG. 2) is provided at the branching point. This blocker 48 is configured to selectively open one of the acceptance passage and the return passage and close the other, so that during the period when inserted game medals are validly accepted, the blocker 48 guides game medals inserted into the medal insertion slot 21 to the acceptance passage, and during other periods, the blocker 48 guides game medals inserted into the medal insertion slot 21 to the return passage. In the following explanation, when the blocker 48 is in the ON state, it indicates a state in which a game medal inserted into the medal insertion port 21 is guided to the receiving passage (a state in which the game medal can be accepted), and when the blocker 48 is in the OFF state, it indicates a state in which a game medal inserted into the medal insertion port 21 is guided to the return passage (a state in which the game medal cannot be accepted).
[0028] Furthermore, three inserted medal sensors 28a, 28b, and 28c (see FIG. 2) for detecting game medals are provided inside the medal insertion slot 21. The inserted medal sensor 28a detects that a game medal has been inserted into the medal insertion slot 21, and is installed upstream of the position where the blocker 48 is installed on the path along which the inserted game medal flows. The inserted medal sensor 28b detects that a game medal inserted into the medal insertion slot 21 has been guided to the receiving path and effectively received, and is installed downstream of the position where the blocker 48 is installed (nearer to the hopper 50, described below). The inserted medal sensor 28c detects that a game medal inserted into the medal insertion slot 21 has passed through the branching point between the receiving path and the return path, and is installed near the branching point (slightly closer to the inserted medal sensor 28b than the position where the blocker 48 is installed).
[0029] When both the inserted medal sensor 28a and the inserted medal sensor 28b detect a game medal, it means that the game medal has been inserted into the medal insertion slot 21 and that the inserted game medal has been validly accepted. On the other hand, when the inserted medal sensor 28a detects a game medal but the inserted medal sensor 28b does not detect a game medal, it means that the game medal has been inserted into the medal insertion slot 21 but the inserted game medal has not been validly accepted and has been returned. Furthermore, when the three inserted medal sensors 28a, 28b, 28c detect the passage of game medals in an order different from the predetermined order (the order of 28a, 28c, 28b) or when some of the inserted medal sensors do not detect the passage of game medals, it means that an abnormal passage has occurred, such as a backward flow of game medals.
[0030] The display window W is configured so that when all three reels 3a-3c have stopped, three symbols per reel are displayed, for a total of nine symbols, visible to the player. A pay line 29, which horizontally connects the symbol display areas in the middle rows of the reels 3a, 3b, and 3c, is activated when a specified number of game medals are bet. The system is configured so that the presence or absence of a winning combination can be determined based on the symbol combinations that stop and display on the activated pay line. An activated pay line is also referred to as an "active line." Aside from the pay line 29, a line horizontally connecting the symbol display areas in the upper rows of the reels 3a, 3b, and 3c is referred to as an "upper line," and a line horizontally connecting the symbol display areas in the lower rows of the reels 3a, 3b, and 3c is referred to as a "lower line." In addition, the line connecting the pattern display areas of the upper row of reel 3a, the middle row of reel 3b, and the lower row of reel 3c is called a right-sloping line, and the line connecting the pattern display areas of the lower row of reel 3a, the middle row of reel 3b, and the upper row of reel 3c is called a right-sloping line.
[0031] The slot machine 1 is also provided with various indicator lamps, such as LED lamps. In this embodiment, the indicator lamps include a MAX-BET switch indicator lamp 46a, a BET number indicator lamp 46b, a deposit possible indicator lamp 46c, a game start indicator lamp 46d, a replay indicator lamp 46e, a status indicator lamp 46f, a count indicator lamp 46g, a reserved number indicator lamp 46h, a payout number indicator lamp 46j, and stop operation acceptance lamps 46ka, 46kb, and 46kc. These indicator lamps are configured to be controlled by a main control board 60 (main control means 100), which will be described later.
[0032] The MAX-BET switch indicator lamp 46a is lit when a bet of game medals is possible, and is arranged inside the MAX-BET switch 23. When lit, it partially or completely lights up the MAX-BET switch 23. In addition, the left stop operation acceptance lamp 46ka is arranged inside the left stop switch 26a, the middle stop operation acceptance lamp 46kb is arranged inside the middle stop switch 26b, and the right stop operation acceptance lamp 46kc is arranged inside the right stop switch 26c, and when lit, each of these lamps partially or completely lights up the MAX-BET switch 23. The other indicator lamps are arranged to the side or below the indicator window W in the middle panel assembly 20.
[0033] The bet number indicator lamp 46b (hereinafter also referred to as "BET lamp 46b") displays the number of gaming medals bet, and is composed of a 1-BET indicator lamp 46bC that lights up when one or more gaming medals are bet, a 2-BET indicator lamp 46bB that lights up when two or more gaming medals are bet, and a MAX-BET indicator lamp 46bA that lights up when three gaming medals are bet. The insert possible indicator lamp 46c lights up when gaming medals can be inserted, and the game start indicator lamp 46d lights up when a game can be started by operating the start lever 25. The replay indicator lamp 46e lights up when a replay role (described later) is achieved in any game and gaming medals are automatically bet by the automatic bet process (described later).
[0034] The status indicator lamp 46f is lit when the accumulated (credited) gaming medals are settled, and the count indicator lamp 46g displays the number of possible push navigations (which is decremented by one each time a push navigation is executed and may also be increased by a lottery or the like) when, for example, AT is set. The accumulated medal count indicator lamp 46h (hereinafter also referred to as the "CRE lamp 46h") displays the number of accumulated gaming medals by incrementing it by one, and the payout number indicator lamp 46j displays the number of gaming medals to be paid out when a minor winning combination, described below, is achieved by incrementing it by one. The accumulated medal count indicator lamp 46h and the payout number indicator lamp 46j each display two 7-segment indicators (consisting of seven segment lamps for displaying numbers and one segment lamp for displaying a decimal point (dot)) to display the upper and lower digits of the numbers.
[0035] Furthermore, this payout number display lamp 46j is configured to display letters (alphabet) or numbers (hereinafter also referred to as "error codes") indicating the type of error when some abnormality (error) occurs in the slot machine 1. Errors that can be set in this embodiment include an HP error, an HE error, an H0 error, a CE error, a CP error, a CH error, a C0 error, a C1 error, an FE error, an E1 error, an E5 error, an E6 error, and an E7 error. An HP error is an error that occurs when it is determined that game medals are stuck at a medal payout outlet of a hopper 50 (described later), an HE error is an error (hopper empty error) that occurs when it is determined that the hopper 50 is empty of game medals, and an H0 error is an error that occurs when it is determined that game medals have abnormally passed through a payout sensor. The CE error occurs when the inserted medal sensor determines that a medal has been retained (a medal retention error). The CP error occurs when an inserted medal is determined to have improperly passed through. The C0 error occurs when an abnormal input is detected in the inserted medal sensor. The C1 error occurs when an abnormality is detected in the insertion medal sensor's passage. The FE error occurs when the auxiliary storage unit 85 (described below) is determined to be full (a full error). The E1 error occurs when the contents of the memory device (RAM) are abnormal when the power is turned on (a RAM error). The E5 error occurs when an abnormal symbol combination occurs when all reels stop (a reel stop error) (a symbol corresponding to a combination other than the permitted combination is displayed). The E6 error occurs when the value of the setting value (described below) used to determine the probability of winning a combination (a setting value error) is out of range. The E7 error occurs when an abnormality is detected in the update status of the built-in random number used in each lottery (a built-in random number error). Errors E1, E5, E6, and E7 (collectively referred to as "E-system errors") can be cleared by changing the settings described below, and other errors can be cleared by operating the reset switch 82 described below.
[0036] Furthermore, this payout number display lamp 46j also has the function of displaying the navigation number, which indicates the operation order (press order) of the stop switches 26a to 26c, as described below. The payout number display lamp 46j when displaying the navigation number is also referred to as the "main side press order indicator." Furthermore, this payout number display lamp 46j also has the function of displaying the setting value, as described below, when checking and changing the setting, as described below. The payout number display lamp 46j when displaying the setting value is also referred to as the "setting value indicator." The stop operation acceptance lamps 46ka, 46kb, and 46kc are lit when the stop operation of the corresponding stop switch is valid, and are turned off when the stop operation is invalid.
[0037] A transparent lower panel cover 31 is attached to the center of the lower panel assembly 30, and decorative lamps 32a, 32b are arranged on both the left and right ends of the cover. A translucent lower panel base with a predetermined design and a lower panel illumination lamp (neither shown) are attached to the back side of the lower panel cover 31, and when the lower panel illumination lamp is turned on, the design on the lower panel base is illuminated from behind.
[0038] The tray assembly 40 has a game medal payout outlet 41 for paying out game medals, and is provided with a game medal storage tray 42 for storing game medals facing the game medal payout outlet 41, with an ashtray 43 provided to the left of the game medal storage tray 42. In addition, on the left and right of the game medal payout outlet 41, speaker openings 45a, 45b consisting of a number of small holes are formed, facing the front of a pair of lower speakers 44a, 44b (see FIG. 2) arranged on the back side of the tray assembly 40.
[0039] Furthermore, a hopper 50 (see FIG. 2) is provided within the main body cabinet 5 for dispensing game medals acquired when a predetermined winning mode is achieved as a result of playing a game, and this hopper 50 is provided with a medal detection unit 51 (see FIG. 2) for detecting game medals. This hopper 50 also has the function of physically storing game medals that have been inserted and validly accepted. Furthermore, an auxiliary storage 85 (see FIG. 2) is provided near the hopper 50 for storing game medals that have overflowed from the hopper 50, and a fullness detection unit 86 (see FIG. 2) is provided for detecting whether this auxiliary storage 85 is full (a state in which game medals may overflow from the auxiliary storage 85).
[0040] <Connection between the control board and each device> In this embodiment, as shown in FIG. 2, the slot machine 1 is provided with three control boards as the main control boards for controlling it: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control related to the progress of the game (including the drive control of the reels 3a-3c and the process of determining winning combinations) is performed by a control circuit disposed on the main control board 60, while the control of illumination by lamps such as the back lamps 38a-38c is performed by a control circuit disposed on the sub-main control board 70A. Furthermore, the control of effect image display by the image display device 11 and the control of sound generation from speakers such as the upper speakers 15a and 15b are mainly performed by control circuits disposed on the sub-sub control board 70B. Furthermore, information transmission between the main control board 60 and the sub-control board 70 can only be performed in one direction, from the main control board 60 to the sub-main control board 70A, while information transmission between the sub-main control board 70A and the sub-sub control board 70B can be performed in both directions.
[0041] <Configuration of main control board 60> The main control board 60 is provided with a main CPU 61 that performs various arithmetic processing related to games, a ROM 62 that is a read-only memory device that stores control programs and the like, and a RAM 63 ("RAM" is also referred to as "RWM") that is a memory device that can write and read information. The main CPU 61 controls each drive circuit and the like in accordance with the control program stored in the ROM 62, thereby controlling the progress of games in the slot machine 1. The ROM 62 and RAM 63 are non-volatile memory devices that are configured to retain stored information even when power is not supplied.
[0042] The main CPU 61 is connected to a clock pulse generator 64 for generating clock pulses (clock signals), a frequency divider 65 for dividing the clock pulses generated by the clock pulse generator 64, a random number generator 66 for generating random numbers used for determining winning roles and the like based on the clock pulses (or the divided clock pulses), and a random number capture circuit 67 for capturing the random numbers generated by the random number generator 66. The clock pulse generator 64 is composed of two oscillators (not shown), each of which outputs a clock signal that is asynchronous with respect to the other. Hereinafter, the clock signal of a predetermined frequency output from one oscillator will be referred to as the internal clock, and the clock signal of a predetermined frequency (which may be different from the internal clock or may be the same frequency) output from the other oscillator will be referred to as the external clock. For example, the internal clock is used as the operating clock of the main CPU 61 and as an update clock for random numbers used in predetermined lotteries other than winning role determination, while the external clock is used as an update clock for random numbers used in winning role determination. The main CPU 61, ROM 62, RAM 63, frequency divider 65, random number generator 66, random number capture circuit 67, interface circuit 68, etc. may be mounted on a single IC chip to form a one-chip microcomputer. The main CPU 61 is configured to transmit signals to the motor drive circuit 36, the indicator lamp control circuit 47, the hopper drive circuit 52, and the sub-control board 70 via the interface circuit 68, and to receive signals from the reel position detection circuits 37a, 37b, 37c, the payout detection signal circuit 53, and the storage state signal circuit 87.
[0043] The motor drive circuit 36 controls the rotation and stop of the stepping motors 35a, 35b, and 35c that rotate the reels 3a, 3b, and 3c, respectively. The indicator lamp control circuit 47 controls the various indicator lamps described above. The reel position detection circuits 37a, 37b, and 37c transmit detection signals from reel sensors (not shown) installed on the reels 3a, 3b, and 3c to the main control board 60 (the detection circuit 37a corresponds to the reel 3a, the detection circuit 37b corresponds to the reel 3b, and the detection circuit 37c corresponds to the reel 3c). The hopper drive circuit 52 drives the hopper 50 to pay out medals when a minor winning combination is achieved. The payout detection signal circuit 53 transmits a payout detection signal to the main control board 60 when the medal detection unit 51 detects that medals have been paid out from the hopper 50. The storage state signal circuit 87 is a circuit that transmits a storage state signal indicating whether the auxiliary storage 85 is full or not to the main control board 60 in accordance with the detection result of the fullness detection unit 86.
[0044] Furthermore, power is supplied to the slot machine 1 from a power supply device 80 via the main control board 60. A power switch 81, a reset switch 82, and a setting key switch 83 are connected to this power supply device 80, and signals from each of these switches are transmitted to the main CPU 61 via an interface circuit 68. Furthermore, the main CPU 61 is configured to receive a signal from a setting change switch 84 via the interface circuit 68.
[0045] The power switch 81 is a switch that accepts power-on and power-off operations from the power supply device 80 to the slot machine 1, and the reset switch 82 is a switch that is operated by a game parlor staff member or the like when a predetermined error (an error excluding the above-mentioned E-type error) occurs in the slot machine 1 and the cause of the error is removed and the error is resolved. By operating the reset switch 82, the information about the error occurrence stored in the main control board 60 and the sub-control board 70 is cleared, and the main control board 60 and the sub-control board 70 then execute the processing at the time of error resolution. The setting key switch 83 is a switch that is operated when checking or changing the setting value that determines the degree (rank) of the winning probability, and the setting change switch 84 is a switch for changing the setting value in multiple stages (six stages in this embodiment).
[0046] When the front door 2 is open (also referred to as the "door open state") and power is being supplied to the slot machine 1 (the power switch 81 is ON), the setting confirmation mode can be entered by operating the key switch 83 to the ON state, allowing the setting to be confirmed. When the door is open and power is not being supplied to the slot machine 1 (the power switch 81 is OFF), the setting confirmation mode can be entered by operating the key switch 83 to the ON state, and then the power switch 81 can be turned ON (power is being supplied to the slot machine 1) to enter the setting change mode, allowing the setting to be changed. Furthermore, in this state, the setting value can be updated by one step each time the setting change switch 84 is operated. After updating the setting value, the updated setting value is confirmed by tilting the start lever 25, and then the setting change operation is completed by turning the key switch 83 to the OFF state.
[0047] The setting key switch 83 can be switched between ON and OFF by inserting a predetermined key (setting key) into a predetermined lock provided on the main body and turning it. Setting confirmation and setting change cannot be performed while a game is in progress (when game medals have been bet (including automatic bets) or when the reels are spinning), but can only be performed while the game is in standby mode. In the setting confirmation mode and setting change mode, the setting value is displayed on the payout number display lamp 46j using six integer values from "1" to "6" (a separate lamp for displaying the setting value may be provided inside the cabinet of the slot machine 1, etc.).
[0048] Power from the power supply device 80 is supplied to the sub-main control board 70A via the main control board 60, and further to the sub-sub control board 70B via the sub-main control board 70A (power may also be supplied directly from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). Supply voltage monitoring circuits (not shown) that monitor the voltage supply status are provided on the circuit that supplies power from the power supply device 80 to the main control board 60 and on the circuit that supplies power to the sub-main control board 70A via the main control board 60. Each supply voltage monitoring circuit determines that a power failure has occurred when the supply voltage drops to a predetermined voltage value, and outputs a power failure detection signal to the main CPU 61 and a sub-main CPU 71 (described below). Furthermore, each supply voltage monitoring circuit determines that a power failure has occurred when the supply voltage returns to a predetermined voltage value (which may be a value different (e.g., a higher value) from the voltage value used to determine a power failure, but may also be the same value), and outputs a power failure detection signal to the main CPU 61 and the sub-main CPU 71. In addition, the voltage value when detecting a power outage of the main control board 60 is set to a value higher than the voltage value when detecting a power outage of the sub-main control board 70A, and the main control board 60 is configured to perform the processing (power outage processing) programmed to be executed when power is out before the sub-main control board 70A (the same may be true for power-on).
[0049] In addition, the main CPU 61 receives signals from the reel stop signal circuit 91, start lever 25, inserted medal sensors 28a, 28b, 28c, 1-BET switch 22, MAX-BET switch 23 and settlement switch 24, which are connected to or mounted on the switch board 90, via an interface circuit 68.
[0050] Further, the main CPU 61 is connected to the blocker 48 via an interface circuit 68, and is configured to control the on / off of the blocker 48. In the following description, a signal for controlling the on / off of the blocker 48 is also referred to as a "blocker signal." Furthermore, although not shown, the slot machine 1 is provided with a door sensor that detects the open / closed state of the front door 2, and a signal from this door sensor is input to the main CPU 61 via the interface circuit 68. The main CPU 61 determines whether the front door 2 is closed (also referred to as a "door closed state") or open (door open state) based on the signal from the door sensor.
[0051] Also, although not shown in the figure, when a predetermined gaming state (for example, AT state or bonus state) is reached, the main CPU 61 outputs a predetermined signal (also called an "outer end signal") to a data counter, hall computer, etc. via an external connection terminal board, etc., and is configured to use this outer end signal to manage the number of times set in the predetermined gaming state and present it to the player.
[0052] <Configuration of the sub-control board 70> The sub-control board 70 is composed of a sub-main control board 70A and a sub-sub control board 70B. The sub-main control board 70A is equipped with a sub-main CPU 71, which mainly performs various arithmetic operations related to the management of effects, a ROM 72, a read-only memory device storing control programs, and a RAM 73, a memory device that can write and read information. The drive circuits operate in accordance with the control programs stored in the ROM 72, thereby controlling the management of image and sound effects in the slot machine 1, as well as the lamp effects. The ROM 72 and RAM 73 are non-volatile memory devices that are configured to retain stored information even when power is not supplied. The sub-main CPU 71 is also connected to a clock pulse generator and a frequency divider (not shown), which are configured to execute predetermined processes in response to clock signals generated by the clock pulse generator and the frequency divider.
[0053] The sub-main CPU 71 is configured to receive various signals from the main control board 60 via the interface circuit 74 and transmit signals to the lamp control circuit 18. The lamp control circuit 18 is a circuit that controls the lighting of lamps such as the back lamps 38a to 38c. The sub-main CPU 71 also receives output signals from the selection button 54 and the decision button 55 via the interface circuit 74, and in response to the received output signals from each button, causes the sub-sub control board 70B to display a menu screen on the image display device 11, provides information in response to the player's selection operation, and changes the content of the effects displayed on the image display device 11 during play.
[0054] The sub-main CPU 71 is configured to transmit various signals to the sub-sub control board 70B via the interface circuit 74, and to receive various signals from the sub-sub control board 70B. Hereinafter, signals (control signals) transmitted from the main control board 60 to the sub-main control board 70A will also be referred to as "control commands," and signals (alert signals and performance signals) transmitted from the sub-main control board 70A to the sub-sub control board 70B will also be referred to as "performance commands." Furthermore, signals (status signals) transmitted from the sub-sub control board 70B to the sub-main control board 70A will also be referred to as "status commands."
[0055] The sub-sub control board 70B is provided with a sub-sub CPU 75 that performs various calculation processes mainly related to the control of image and sound effects, a ROM 76 that is a read-only storage device that stores control programs etc., and a RAM 77 that is a storage device that can write and read information, and the control of image and sound effects etc. is performed by operating each drive circuit etc. in accordance with the control program stored in the ROM 76. The ROM 76 and RAM 77 are non-volatile storage devices that are configured to be able to retain the information stored therein even when power is not supplied.
[0056] The sub-sub CPU 75 is configured to receive notification signals or effect signals from the sub-main control board 70A via the interface circuit 78, and to transmit signals to the display device control circuit 16 and the speaker control circuit 17, as well as to transmit a status signal to the sub-main control board 70A. The display device control circuit 16 is a circuit that controls the image display device 11 to display a predetermined effect image, and the speaker control circuit 17 is a circuit that controls the type and volume of sound etc. emitted from speakers such as the upper speakers 15a, 15b. The image display device 11 is also configured to function as a push indicator (also referred to as the "sub-side push order indicator") that displays the operation order (push order) of the stop switches 26a to 26c.
[0057] <<Configuration inside the main body>> Next, the internal configuration of the main body housing 5 will be described with reference to FIG. 3. As shown in FIG. 3, a hopper 50, an auxiliary storage 85, and a power supply unit 80 are provided in the lower part of the main body housing 5 (above the bottom plate 5d). A middle plate 5f is provided in the center of the main body housing 5 so as to span the left and right side plates 5a and 5b, and a reel unit RU having three reels 3a, 3b, and 3c is provided on this middle plate 5f. A main control board case unit 160 having a main control board 60 (see FIG. 2) is provided in the upper part of the main body housing 5 (on the upper inner surface of the back plate 5e) via a board case holding bracket mechanism 170 so as to be swingable in the front-rear direction. In addition, a sub-control board case unit (not shown) having a sub-control board 70 (see FIG. 2) is provided at the back of the front door 2.
[0058] <Reel> Each of the reels 3a, 3b, and 3c is configured to rotate by being driven by a stepping motor 35a, 35b, and 35c, respectively. Each of the reels 3a, 3b, and 3c is made of a translucent cylindrical member, and a translucent reel tape bearing a variety of symbols, as shown in FIG. 4, is attached to its outer periphery. Each of the reels 3a, 3b, and 3c is provided with a back lamp 38a, 38b, and 38c on its inner surface. When turned on, the back lamp 38a, 38b, and 38c can illuminate the entire area of each of the reels 3a, 3b, and 3c facing the display window W from the inner surface, or can illuminate only a portion of each of the reels 3a, 3b, and 3c to highlight a predetermined symbol combination (e.g., a pay line 29 or a symbol corresponding to a game combination aligned at a position other than the pay line 29) that has stopped and been displayed on the reel 3a, 3b, and 3c.
[0059] <Reel symbol arrangement> In this embodiment, the symbols displayed on each of the reels 3a to 3c are arranged as shown in FIG. 4(a). Here, the "left reel" in FIG. 4(a) represents the reel 3a, the "center reel" represents the reel 3b, and the "right reel" represents the reel 3c. Thus, a predetermined number of ten types of symbols, namely, "Red Seven," "Gold Seven," "Black Bar," "Blue Bar," "Blank A," "Blank B," "Bell A," "Bell B," "Watermelon," and "Replay," as shown in FIG. 4(b), are arranged on each of the reels 3a to 3c. Each symbol arranged on the reel tape is printed in one of 20 equal symbol areas along the length of the reel tape. Hereinafter, the reels 3a, 3b, and 3c will also be referred to as the left reel (left reel), the center reel (middle reel), and the right reel (right reel), respectively. Note that the symbols shown in Fig. 4 are intended to illustrate the arrangement of symbols on each of reels 3a to 3c, and do not reflect the size of the symbols actually depicted on the reel tape (the relative proportions of the sizes of the symbols). As shown in Fig. 4(a), the symbol at the top of this reel tape in the longitudinal direction is the "Bell A" symbol with symbol number 19, and the symbol at the bottom is the "Replay" symbol with symbol number 0. Therefore, when the reel tape is attached to a reel, the joint of the reel tape will be between the "Bell A" symbol with symbol number 19 and the "Replay" symbol with symbol number 0.
[0060] <Types of gaming roles> In this embodiment, the symbol combinations displayed on each of the reels 3a to 3c are set as shown in Figures 5 to 8, and these are the symbol combinations (corresponding symbols) that constitute the game roles. In this embodiment, a total of 51 types of game roles are set, including two types of special roles, BB roles 1 and 2 (BB roles; BB stands for big bonus, and is also called "Type 1 BB" or "bonus role"), five types of replay roles 1 to 5, and 44 types of winning roles (minor roles) 1 to 44. The symbol combinations (corresponding symbols) that form each game role, the number of game medals paid out when the game role is formed, etc. are as shown in Figures 5 to 8.
[0061] BB roles 1 and 2 are game roles (bonus roles) that indicate that even if they are formed, no game medals are paid out, but when they are formed, a predetermined bonus (also referred to as "BB" in this embodiment) as a special role is activated, and from the next game, a predetermined bonus game (also referred to as "BB game") that is executed under conditions different from normal game can be started, and the player is transitioned to a special game state (also referred to as "BB in operation") that is advantageous to the player. BB role 1 corresponds to the symbol combination of "blue bar - blue bar - red seven," and BB role 2 corresponds to the symbol combination of "black bar - black bar - red seven" (the names of the symbols that make up the game roles are written in the order of reels 3a, 3b, and 3c; the same applies below). The bonus game that can be started by the formation of BB role 1 or BB role 2 ends when a predetermined number of game medals (for example, 70 medals in this embodiment, but the number can be changed as appropriate) are acquired (as a modification, it may end when a predetermined number of games (for example, 30 games) have been played). BB roles 1 and 2 may be formed in non-RT and RT1 (inside BB) described later, but are roles that cannot be formed in RT2 (during BB operation) ("-" in Figures 5 to 8 indicates that they cannot be formed).
[0062] In this embodiment, only the BB combination is provided as a special combination. However, other special combinations such as an RB combination (RB stands for regular bonus) or an MB combination (MB stands for middle bonus, also referred to as "two types of BB") may be provided. When an RB combination is achieved, an RB game as a bonus game may be set to start from the next game, and when an MB combination is achieved, an MB game as a bonus game may be set to start from the next game. In this case, the RB game may end, for example, when a small combination is achieved a predetermined number of times (e.g., 8 times) or when a predetermined number of games (e.g., 12 times) have been played, and the MB game may end, for example, when a predetermined number of game medals (e.g., over 200) have been paid out. Furthermore, multiple special combinations (for example, multiple types of BB combinations or both BB combinations and MB combinations may be provided) may be provided.
[0063] Replay roles 1 through 5 are replay roles that, when achieved, do not result in the payout of medals, but allow the player to play the next game without reducing the number of medals held (without inserting new medals). Replay role 1 is configured so that when its corresponding symbol, "Bell A Replay (Blue Bar / Black Bar / Gold Seven / Red Seven)" (the " / " in parentheses means "or"), stops and displays on the active line 29, the "Replay" symbol appears on a downward-sloping line in the display window W. For this reason, replay role 1 is also referred to as a "downward-sloping replay" (replay is also abbreviated as "RP"). For the same reason, replay roles 2 through 4 are also referred to as a right-sloping RP, upper-row RP, and middle-row RP, respectively. In addition, the replay role 5 is configured so that when the corresponding symbols "Bell A (Blue Bar / Black Bar / Gold Seven / Red Seven) / Bell B" are stopped and displayed on the active line 29, the symbol "Watermelon" is lined up on the upper line in the display window W. For this reason, the replay role 1 is also called "Upper Watermelon RP".
[0064] As shown in Figure 4 (reel symbols), the "Replay" symbols on the left reel 3a, center reel 3b, and right reel 3c that make up the replay role 4 are arranged every 5 symbols or less on each reel. As a result, when the replay role 4 is won, the corresponding "Replay Replay Replay" symbol can be stopped and displayed (also referred to as "pulled in") on the pay line 29 regardless of the push order or the push position (see the explanation of the reel rotation stop control by the reel control means 134 described below). A role like this replay role 4, which can pull its corresponding symbol (or any of multiple pairs, if there are multiple pairs) onto the pay line 29 regardless of the operation timing of each stop switch, is also referred to as a "100% pull-in possible role" or a "no miss-out role." Note that replay roles 1 to 5, like the replay role 4, are also 100% pull-in possible roles. In addition, the replay roles 1 to 5 may be realized in non-RT and RT1, which will be described later, but are roles that will not be realized in RT2.
[0065] Small winning combinations 1 to 44 are game combinations (winning combinations) that are configured to pay out a predetermined number of game medals when they are achieved. Of the small winning combinations 1 to 44, small winning combinations 1 to 36 are combinations that can be achieved in any of the non-RT, RT1, and RT2 modes described below, while small winning combinations 37 to 39 are combinations that can only be achieved in RT2 (when BB is activated). In addition, small winning combinations 1 to 23 and 40 to 43 are also referred to as "1-coin combinations" because the number of coins to be paid out when they are achieved is set to 1. Similarly, small winning combinations 24 to 37 are also referred to as "15-coin combinations," and small winning combinations 38 and 39 are also referred to as "3-coin combinations." In addition, the 15-coin combination is also referred to as "bell small winning combinations."
[0066] Small win 37 is configured so that when the corresponding symbol "Bell A·Watermelon·(Blue Bar / Black Bar / Gold Seven / Red Seven)" stops and is displayed on the active line 29, the "Watermelon" symbol is lined up on a line sloping downward to the right in the display window W. For this reason, small win 37 is also called the "Watermelon Small Win." Small win 40 is a single-piece win whose corresponding symbol is "Red Seven·Red Seven·Red Seven." For this reason, small win 40 is also called the "Red 7 Single-piece Win." Small wins 1 to 7 and 24 to 37 are 100% reelable game wins.
[0067] <Basic operations for playing> To play the slot machine 1, a player first places a bet by inserting gaming medals into the medal slot 21, or operates either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of gaming medals within the credit limit, thereby activating a winning line 29. In this embodiment, the specified number of gaming medals required to activate a winning line 29 is set to three in all of the RT states (non-RT, RT1, and RT2) described below. However, the specified number is not limited to this and can be changed as appropriate, for example, by setting the specified number to a different value depending on the RT state. Alternatively, multiple winning lines may be provided, and the number of activated winning lines may be changed depending on the number of gaming medals bet.
[0068] Next, when the player operates the start lever 25, the bet amount is confirmed (the betted medals are used for play), and the winning combination determination process described below is performed. After that, it is confirmed that the minimum play time has elapsed, and then each of the reels 3a to 3c begins to spin. Here, the minimum play time refers to the minimum time that must be ensured from when all the reels start to spin in one game until when all the reels start to spin in the next game, and in this embodiment, it is set to 4.1 seconds. When each of the reels 3a to 3c begins to spin, multiple types of symbols displayed on the outer surfaces of the reels 3a to 3c are displayed moving up and down (usually from top to bottom) within the display window W. When the rotation of reels 3a to 3c reaches a predetermined speed and becomes a constant speed rotation, each stop switch 26a to 26c is enabled (the operation of the stop switch can be validly accepted), and when the player operates stop switch 26a, the rotation of reel 3a stops, when stop switch 26b, the rotation of reel 3b stops, and when stop switch 26c, the rotation of reel 3c stops.
[0069] Here, if it is determined that the symbol combination stopped and displayed on the pay line 29 is a predetermined winning pattern (a symbol corresponding to a game role that can win game medals), the number of game medals corresponding to each winning pattern is paid out by the hopper 50 or added as credits.
[0070] Next, the characteristic configuration of the slot machine 1 according to this embodiment will be described with additional reference to FIGS. <Function Block> As shown in FIG. 9, the slot machine according to this embodiment, from a functional point of view, mainly includes betting operations for betting game medals (for example, inserting game medals into the medal insertion slot 21, pressing the 1-BET switch 22 or the MAX-BET switch 23), reel rotation start operations for rotating each of the stopped reels 3a to 3c (for example, tilting the start lever 25), and reel rotation stop operations for stopping the rotation of the three reels 3a, 3b, and 3c that variably display multiple types of symbols (for example, The device is equipped with an operation signal output means 95 that outputs signals (also referred to as "game operation signals") corresponding to each game operation performed by the player, such as pressing stop switches 26a, 26b, 26c, and a settlement operation for paying out bets or accumulated (credited) game medals (for example, pressing settlement switch 24), a main control means 100 (corresponding to main control board 60) that performs main control related to the progress of the game, and a sub-control means 200 (corresponding to sub-control board 70) that performs predetermined presentation control according to the game situation.
[0071] (1) Functional Blocks of the Main Control Means 100 The main control means 100 is broadly composed of a game state management means 110 that mainly manages the game state, a game progress management means 130 that mainly manages the game progress, and a main communication control means 150 that controls communication in the main control means 100. Of these, the game state management means 110 includes a set value control means 111, an RT state control means 112, a replay operation control means 113, a bonus operation control means 114, a freeze control means 115, a game mode control means 116, and a random number generation / capture means 117.
[0072] The game progress management means 130 includes a received medal management means 131, a role determination means 132, a performance group number determination means 133, a reel control means 134, a stop display symbol determination means 135, a paid medal management means 136, a blocker control means 137, a display lamp control means 138, a push order management means 139, and a condition device group number determination means 140, and the main communication control means 150 includes a control command transmission means 151 and an outer end signal transmission means 152. Each of the above-mentioned means in the main control means 100 is a functional representation of what is configured by hardware such as a main CPU 61, a ROM 62, a RAM 63, and electronic circuits arranged on the main control board 60 shown in Figure 2, and software such as a control program stored in the ROM 62, etc.
[0073] (1-1) Each means constituting the game status management means 110 The setting value control means 111 is configured to control a numerical value (also referred to as a "management setting value") for internally managing the setting value (configured as six levels from setting 1 to setting 6) of the winning combination probability. In this embodiment, consecutive integer values from 1 to 6 (the integer values from 1 to 6 correspond to settings 1 to 6, respectively) are used as the management setting values. The data of the management setting values is stored in a predetermined storage area of the RAM 63, and is referenced when the setting value is confirmed in the winning combination process, and when the setting value is displayed on the setting value indicator (payout number indicator lamp 46j) when the setting is confirmed or changed. The management setting value is also changed in response to a setting change operation by a gaming facility staff member. Specifically, when the setting key switch 83 is turned on and the setting change switch 84 is operated in this state, the setting value is updated by one.
[0074] The RT state control means 112 is configured to control the setting of three RT states: non-RT, RT1, and RT2. Non-RT is the RT state set when the RAM (RAM 63) is initialized. RT1 is the RT state (also referred to as "inside BB") set when the selection of a Type 1 BB-A condition device or Type 1 BB-B condition device (winning BB role 1 or BB role 2) is carried over. RT2 is the RT state (also referred to as "in BB operation") set from the next game when BB role 1 or BB role 2 is achieved, and bonus games can be played during this RT2. In RT2, the replay role is not won, and one of the winning J to Q condition devices is selected (no misses). The transition control of each of the above-mentioned RT states will be explained in detail later.
[0075] The re-play operation control means 113 is configured to set a state (also referred to as a "re-play operation state") in which the player is permitted to play the next game without betting any game medals that he owns, when a re-play role is achieved. When the re-play operation state is set, information indicating the re-play operation state (also referred to as a "re-play operation state flag") is set (for example, the value "1" is stored) in a predetermined storage area of the RAM 63. The set re-play operation state flag is cleared (for example, the value "0" is stored) at a predetermined point in time until the re-play operation state is resolved.
[0076] The bonus operation control means 114 is configured to execute predetermined processing during the period from when a bonus role (in this embodiment, BB role 1 or BB role 2) is won (when the Type 1 BB-A condition device or Type 1 BB-B condition device is selected) to the end of the bonus game that is executed triggered by the formation of BB role 1 or BB role 2. Specifically, when BB role 1 or BB role 2 is won, information indicating that BB role 1 or BB role 2 has been won (also referred to as a "Type 1 BB win flag") is set (for example, the value "1" is stored) in a predetermined storage area of RAM 63. Also, triggered by the formation of BB role 1 or BB role 2, information indicating that the BB role is in an activated state (also referred to as a "Type 1 BB activation flag") is set (for example, the value "1" is stored) in a predetermined storage area of RAM 63.
[0077] The freeze control means 115 is configured to set a freeze that delays the execution of control processes related to the progress of the game (for example, processes that accept bet operations, reel spin start operations, reel spin stop operations, etc.) for a predetermined time when a predetermined condition is met. In this embodiment, four types of freezes can be executed: win wait (freeze time 2 seconds), fake wait (freeze time 5 seconds), announcement wait (freeze time 2 seconds), and wait when all the reels stop (freeze time 5 seconds).
[0078] The game mode control means 116 is configured to control the setting of eight game modes from game mode 0 to game mode 7. A game mode refers to a game state (also referred to as the "main game state") that is controlled by the main control means separately from the RT state and is mainly related to the setting state of the AT. The game mode control means 116 also manages whether the player is staying in a normal zone or an advantageous zone, which will be described later, using a zone type number (which takes a value of 0 or 1). Here, a zone type number of 0 indicates staying in a normal zone, and a zone type number of 1 indicates staying in an advantageous zone. Furthermore, the game mode control means 116 manages whether the player has won the AT using an AT winning flag (which takes a value of 0 or 1). Here, an AT winning flag of 0 indicates that the player has not won the AT, and an AT winning flag of 1 indicates that the player has won the AT.
[0079] Game mode 0 is the normal (non-advantageous) game state. Game mode 0 is a mode in which the player stays in the normal zone and does not perform lotteries related to AT play (assist play). Game mode 1 is a game state also called "chance" that is mainly entered when the zone type number is 1 but the AT has not been won. Game mode 2 is a game state also called "post-AT win 1" that is mainly entered when the zone type number is 1 and the AT has been won but the BB has not been won. Game mode 3 is mainly an AT game state that is entered when the BB has been won while the AT has been won. In game mode 3, the push navigation described below is executed, making it a very advantageous game state for the player.
[0080] Game mode 4 is a game state that is mainly referred to as "after AT" and is entered after a BB is established in game mode 7, which will be described later. Game mode 5 is a game state that is mainly referred to as "after AT win 2" and is entered after an AT is won in game mode 4. Game mode 6 is a game state that is mainly referred to as "inside chance" and is entered inside BB when the section type number is 1 and the AT has not been won. Game mode 7 is a game state that is mainly referred to as "inside AT" and is entered after one AT has ended and the reach flag is 0.
[0081] The above-mentioned eight game modes 0 to 7 are divided into a game mode belonging to the normal zone (game mode 0) and a game mode belonging to the advantageous zone (game modes 1 to 7). The normal zone is a period in which push navigation (prize navigation, RP navigation, and eye-pressing navigation) is not performed, and is also a period in which information that can determine the push order (information such as condition device number and instruction number) is not transmitted from the main control means to the sub-control means. The normal zone is also a period in which a lottery (for example, an advantageous zone transition lottery) can be held to determine whether or not to transition to the advantageous zone.
[0082] The advantageous zone is a period during which push navigation can be performed, and is also a period during which information that can determine the push order can be sent from the main control means to the sub-control means. The advantageous zone is also a period during which lotteries that change the performance of the advantageous zone (for example, AT mode lottery) and processes that increase the number of AT games during the advantageous zone (for example, Seven Stock 1 lottery, Seven Stock 2 lottery) can be performed. Furthermore, during the advantageous zone, a zone indicator (for example, a DP segment lamp other than the 7-segment lamp among the payout number indicator lamps 46j (also referred to as an "advantageous zone lamp") is lit to notify the player that they are in the advantageous zone. While staying in the advantageous zone, winning navigation may be performed at least once (in this case, if winning navigation has not been performed even once, transition to the normal zone may not be possible).
[0083] In addition, there is an upper limit (1500 games) on the period during which a player can stay continuously in the advantageous zone. Furthermore, when the upper limit is reached and the advantageous zone ends, all information related to the advantageous zone (for example, information such as the AT winning flag and the value of the seven stock number counter) is cleared. Note that when the upper limit is reached and the advantageous zone ends, it is not necessary that a winning navigation was performed even once while the player was in the advantageous zone. Furthermore, when the lottery to determine whether or not to move to the advantageous zone and the lottery to change the performance of the advantageous zone are performed based on the role determination result (condition device), they may be performed only for role determination results that do not have a setting difference, and in particular, the lottery to change the performance of the advantageous zone may be performed based on conditions other than the role determination result. In this case, they may be performed without referring to the setting value.
[0084] The random number generation / capture means 117 is composed of the CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number capture circuit 67, and generates and captures random numbers used in various lotteries. In this embodiment, it has four 16-bit random number means (4ch: ch is an abbreviation for "channel") capable of generating a random number sequence in a maximum range of "0 to 65535," and four 8-bit random number means (4ch) capable of generating a random number sequence in a maximum range of "0 to 255," each capable of independently generating a random number sequence. The random numbers generated by these 16-bit random number means or 8-bit random number means are also referred to as hardware random numbers (hardware random numbers) because they are updated based on the clock signal generated by the clock pulse generator 64. Although not shown, this embodiment also includes a random number generation means separate from the random number generation / capture means 117. This random number generating means is composed of the above-mentioned CPU 61 and RAM 63, and has random number means capable of generating a random number sequence within a predetermined numerical range as random numbers used for determining winning combinations, etc. This random number is also called a software random number (soft random number) because it is updated based on a program.
[0085] (Regarding RT state transition control) The transition control of the RT state by the RT state control means 112 mentioned above will be explained with reference to Fig. 10. As shown in this figure, when a type 1 BB-A condition device or a type 1 BB-B condition device is selected during non-RT, condition P1 is satisfied, and this triggers the RT state control means 112 to transition the RT state from non-RT to RT1. Also, during RT1, when BB role 1 or BB role 2 is established (also referred to as "BB establishment" or "BB operation"), condition P2 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT1 to RT2.
[0086] RT2 is an RT state (also referred to as "BB operation") that is set from the next game when BB role 1 or BB role 2 is achieved, and bonus games can be played during this RT2. In RT2, replay roles are not won, and it is set so that one of the winning J to Q condition devices is selected (no misses). During RT2, when more than a predetermined number (70) of game medals are acquired and the bonus game ends (also referred to as "BB operation end"), condition P3 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT2 to non-RT.
[0087] (Game mode transition control) The transition control of game modes by the game mode control means 116 will be described with reference to Figures 11 and 12. As shown in Figure 11, the satisfaction of condition Q2 triggers a transition from game mode 0 to game mode 2, the satisfaction of condition Q3 triggers a transition from game mode 0 to game mode 3, and the satisfaction of condition Q4 triggers a transition from game mode 0 to game mode 6. The contents of each transition condition (conditions Q1 to Q15) are shown in simplified form in Figure 11, but more detailed contents are described in the flowchart below.
[0088] In game mode 1, satisfaction of condition Q5 triggers a transition from game mode 1 to game mode 0, satisfaction of condition Q6 triggers a transition from game mode 1 to game mode 6, satisfaction of condition Q7 triggers a transition from game mode 1 to game mode 2, and satisfaction of condition Q8 triggers a transition from game mode 1 to game mode 3. Here, the chance game number counter included in condition Q5 is a counter (taking a value from 0 to 30) that manages the number of games played in game mode 1, and when the game mode is switched to game mode 1, the value of the chance game number counter is set to 30, and thereafter, it is decremented by 1 for each game (see also FIG. 12). In addition, the Type 1 BB winning flag included in conditions Q6 to Q8 is a flag (taking the value of 0 or 1) that manages whether or not a BB has been won in the role lottery in the game, and Type 1 BB winning flag = 0 indicates that a BB has not been won in the game, and Type 1 BB winning flag = 1 indicates that a BB has been won in the game (see also Figure 12).
[0089] In game mode 2, satisfaction of condition Q9 triggers a transition to game mode 3. In game mode 3, satisfaction of condition Q11 triggers a transition to game mode 0, and satisfaction of condition Q12 triggers a transition to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking a value from 0 to 134) that manages the number of times (also called "bell count") that push navigation (winning navigation) can be executed during AT, and winning navigation can be executed when the value of the bell count counter is 1 or greater (see also Figure 12).
[0090] Additionally, the seven numbers included in conditions Q11 and Q12 are numbers that manage the type of AT (red seven or gold seven), with seven number = 1 indicating red seven and seven number = 2 indicating gold seven (see also Figure 12). The seven counter is a counter (taking a value from 0 to 26) that manages the number of red sevens stocked, the cumulative counter is a counter (taking a value from 0 to 2412) that manages the number of game medals acquired (the difference in number of medals) in one advantageous zone, and the reach flag is a flag (taking a value from 0 or 1) that adjusts whether the number of game medals acquired (the difference in number of medals) has reached the upper limit (see also Figure 12).
[0091] In game mode 6, satisfaction of condition Q10 triggers a transition to game mode 1. In game mode 7, satisfaction of condition Q10 triggers a transition to game mode 4. In game mode 4, satisfaction of condition Q8 triggers a transition from game mode 4 to game mode 3, satisfaction of condition Q13 triggers a transition from game mode 4 to game mode 0, and satisfaction of condition Q14 triggers a transition from game mode 4 to game mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter (taking a value from 0 to 3) that manages the stay cycle during AT.
[0092] Furthermore, when condition Q7 is satisfied during game mode 4, a transition from game mode 4 to game mode 5 occurs, and when condition Q9 is satisfied during game mode 5, a transition to game mode 3 occurs.
[0093] Furthermore, when the player is in one of game modes 1 to 7 (i.e., the advantageous zone), the game mode is transitioned to game mode 0 when condition Q15 is satisfied. The advantageous zone clear counter included in condition Q15 is a counter (taking a value from 0 to 1500) that manages the number of games continuously played in the advantageous zone, is set to 1500 when the player transitions from the normal zone to the advantageous zone, and is decremented by 1 each time a game is played in the advantageous zone (see also Figure 12). The net increase counter is a counter (taking a value from 0 to 2412) that manages the number of wins (difference in number of coins) during the advantageous zone, is set to 0 when the player transitions from the normal zone to the advantageous zone, and is subsequently updated according to the number of wins (see also Figure 12).
[0094] In this way, when a game transitions from the normal zone to the advantageous zone, the value of the advantageous zone clear counter is set to "1500," and the value of the advantageous zone clear counter is decremented by 1 each time a game is played in the advantageous zone. When the value of the advantageous zone clear counter reaches "0," the game is forced to transition to the normal zone. Also, if a game transitions from the advantageous zone to the normal zone before the value of the advantageous zone clear counter reaches "0," the value of the advantageous zone clear counter is cleared (set to "0"), and when a game transitions from the normal zone to the advantageous zone again, the value of the advantageous zone clear counter is reset to "1500."
[0095] This embodiment also includes a net gain counter that counts the number of game medals acquired (the difference in number of medals) during the advantageous period. This net gain counter is set to "0" at the start of the advantageous period (or may be set to "0" at the end of the advantageous period), and updates its counter value with each subsequent game and game result. When updating, if the difference in number of medals falls below 0, the counter value is corrected to "0," and if the difference in number of medals is a positive value, the counter value is accumulated and updated as is (such correction may not be performed). When the accumulated difference in number of medals exceeds 2,400, the advantageous period ends and the game transitions to the normal period. Note that the cumulative counter is functionally a counter that performs the same counting as the net gain counter. When checking the number of game medals acquired (the difference in number of medals) during control processing, depending on the processing content, the value of the cumulative counter may be referenced or the value of the net gain counter may be checked.
[0096] Furthermore, a correction counter is also provided as a counter that counts the number of game medals acquired (the difference in number of medals) during the advantageous zone. This correction counter is a counter (taking a value from 0 to 2101) that counts the number of game medals that can be acquired during one advantageous zone (also referred to as the "expected number of medals acquired" or "expected number of medals that can be acquired"), which is calculated by adding the value of the net increase counter (accumulation counter) to the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter. When the value of the correction counter (expected number of medals acquired) exceeds a predetermined value (2100), this may trigger the end of the advantageous zone at a predetermined timing and a transition to the normal zone.
[0097] This configuration makes it difficult for players to determine when the advantageous zone ends. For example, if the end of the advantageous zone is determined solely by the value of the advantageous zone clear counter or the value of the net gain counter, displaying these values to the player allows the player to easily determine when the advantageous zone ends. However, with a correction counter, the advantageous zone may end when the correction counter reaches a predetermined value, even if the advantageous zone clear counter or net gain counter has not yet reached its upper limit. This makes it difficult to determine when the advantageous zone ends, increasing the player's interest in the game. Furthermore, by setting the predetermined value (2100) of the correction counter to a value smaller than the upper limit (2400) of the net gain counter, it is possible to reduce the possibility of the advantageous zone ending during an automatic payout. For example, if the value of the correction counter (expected win number) exceeds the predetermined value (2100) during an automatic payout, allowing the next automatic payout to be executed after the end of that automatic payout, the net gain counter may exceed the upper limit (2400) during the execution of the next automatic payout, thereby increasing the possibility of the advantageous zone ending. If the advantageous period ends during AT, the player may become disappointed, but this situation can be avoided by ending the advantageous period when the value of the correction counter (expected number of wins) exceeds a predetermined value (2100).
[0098] (Lottery executed in each game mode) Next, various lotteries performed by the game mode control means 116 in the above-mentioned game modes 0 to 7 will be explained with reference to Figures 13 to 20. The advantageous zone transition lottery shown in Figure 13(A) is a lottery to determine whether to transition to an advantageous zone, and selects either a win (1) or a loss (0) based on the condition device group A number (condition device group numbers will be described later). The number of winning positions corresponding to each condition device group A number is as shown in the figure.
[0099] The chance mode 1 lottery shown in Figure 13(B) is a lottery to determine the chance mode number (a number that controls the likelihood of winning in the lottery during chance (game mode 1)), and selects one of the chance mode numbers 0 to 4 based on the condition device group H number. The winning number corresponding to each condition device group H number is as shown in the figure.
[0100] The chance mode 2 lottery-1 shown in Figure 13 (C) is a lottery to determine the chance mode number during BB operation in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group D number. The winning number corresponding to each condition device group D number is as shown in the figure.
[0101] The chance mode 2 lottery-2 shown in Figure 13 (D) is a lottery to determine the chance mode number during the non-operation of BB in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group B number. The winning number corresponding to each condition device group B number is as shown in the figure.
[0102] The chance mode 3 lottery shown in Figure 13(E) is a lottery to determine a new chance mode number at the end of a stay period during chance (game mode 1), and a new chance mode number from 0 to 4 (actually 0 or 4) is selected based on the current chance mode number 1 to 3 (no lottery if 0). The winning set value number corresponding to each chance mode number is as shown. Note that chance mode number 4 indicates an AT win. The chance mode lotteries in Figures 13(B) to (E) are collectively referred to as AT lotteries.
[0103] The chance game number lottery shown in Figure 14(A) is a lottery to determine the number of games to stay in chance (game mode 1) when any of chance mode numbers 1 to 3 is selected in chance mode 1 lottery (also referred to as "chance mode winning"), and selects one of the number of games 0, 10, 20, or 30 based on the selected chance mode number 1 to 3. The winning number corresponding to each chance mode number is as shown in the figure.
[0104] The chance cycle lottery shown in Figure 14 (B) is a lottery that determines the number of cycles when a chance mode is won, and selects one of the cycle numbers 0 to 4 based on the chance mode number 1 to 3 selected in the chance mode 1 lottery. The winning number corresponding to each chance mode number is as shown in the figure.
[0105] The EX1 mode lottery shown in Figure 14(C) is a lottery to determine the add-on mode number after winning the AT (the number that manages the stock add-on status during the AT), and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.
[0106] The EX2 mode lottery shown in Figure 14(D) is a lottery that is held while the player is in game mode 2 or 5, in order to determine the additional mode number after winning the AT, just like the EX1 mode lottery, and selects one of the additional mode numbers 0 to 2 (actually 0 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.
[0107] AT mode lottery-1 shown in Figure 14(E) is a lottery that is held especially while staying in game modes 0 to 2 to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.
[0108] AT mode lottery-2 shown in Figure 14(F) is a lottery that is held especially while in game modes 3 to 5, in order to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery-1, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.
[0109] AT mode lottery-3 shown in Figure 14(G) is the same as AT mode lottery-1 and 2, and is a lottery held after all reels have stopped (also called "after all stops") to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.
[0110] The Seven 1 lottery shown in Figure 15(A) is a lottery held during game mode 1 or 4 and after a full stop to determine the type of AT (red seven or gold seven), and selects one of the seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.
[0111] The Seven 2 lottery shown in Figure 15(B) is the same as the Seven 1 lottery, and is conducted to determine the type of AT, particularly when the player is in game mode 2 or 5. Based on the condition device group F number, one of the Seven numbers 0 to 2 is selected. The winning number corresponding to each condition device group F number is as shown in the figure.
[0112] The AT mode rewrite lottery shown in Figure 15(C) is a lottery to rewrite the AT mode number after the AT ends, and selects one of the AT mode numbers 0 to 5 based on the value of the advantageous zone clear counter (less than 300 or 300 or more). The winning number corresponding to each advantageous zone clear counter value is as shown in the figure.
[0113] The Seven Loop Lottery shown in Figure 15(D) is a lottery to decide whether or not to continue Red Seven, and selects either a win (1) or a loss (0) based on the loop number (the number that controls the continuation rate of Red Seven). The number of winning positions corresponding to each loop number is as shown in the figure.
[0114] The Gold Seven Loop Lottery shown in Figure 15(E) is a lottery to decide whether to continue Gold Seven or not, and selects either a win (1) or a loss (0). The winning numbers assigned to wins (1) and losses (0) are as shown in the figure.
[0115] The Gold Seven Loop Rewrite Lottery shown in Figure 15(F) is a lottery to rewrite the continuation rate of Gold Seven, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning numbers corresponding to each condition device group E number are as shown in the figure.
[0116] The add-on mode lottery shown in Figure 15 (G) is a lottery to determine the add-on mode number during AT, and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2). The winning number assigned to each add-on mode number is as shown in the figure.
[0117] The bell count change lottery shown in Figure 16(A) is a lottery to rewrite the number of bells, and selects either a win (1) or a loss (0) based on the value of the bell count counter. The winning numbers corresponding to each bell count counter value are as shown in the figure.
[0118] The Seven Stock 1 lottery shown in Figure 16(B) is a lottery to determine whether or not to add the AT stock number, and selects either a win (1) or a loss (0) based on the condition device group C number. The winning number corresponding to each condition device group C number is as shown in the figure.
[0119] The Seven Stock 2 lottery shown in Figure 16(C) is the same as the Seven Stock 1 lottery in that it determines whether or not to add the AT stock number, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning number corresponding to each condition device group E number is as shown in the figure.
[0120] The effect lever wait lottery shown in Figure 16(D) is a lottery to decide whether or not to perform a fake wait as a freeze, and selects either a win (1) or a loss (0) based on the condition device group J number. The number of wins corresponding to each condition device group J number is as shown in the figure.
[0121] AT Cycle Lottery-1 shown in Figure 17(A) is a lottery that is held when the AT mode number is 1 or 2, in order to determine the number of stay cycles during the AT (the number of BB operations required to return from game mode 3 to game mode 3 via game modes 7 and 4) at the end of the AT, and selects one of the stay cycle numbers 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.
[0122] AT Cycle Lottery-2 shown in Figure 17(B) is the same as AT Cycle Lottery-1, and is a lottery held at the end of the AT to determine the number of stay cycles during the AT, especially when the AT mode number is 3 or 4, and selects one of the stay cycle numbers 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.
[0123] The pullback 1 lottery-1 shown in Figure 17(C) is a lottery that is held especially when the AT mode number is 1 to 3 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning positions corresponding to each condition device group C number is as shown in the figure.
[0124] The pullback 1 lottery-2 shown in Figure 17(D) is the same as the pullback 1 lottery-1, and is a lottery that is held especially when the AT mode number is 4 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.
[0125] The drawback 1 lottery-3 shown in Figure 18(A) is the same as the drawback 1 lottery-1, 2, and is a lottery that is held when the AT mode number is 5 in order to determine whether or not the AT will be won again after the AT has ended, and either a win (1) or a loss (0) is selected based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.
[0126] The pullback 2 lottery shown in Figure 18(B) is a lottery to determine whether or not you will win the AT again after the number of stay cycles during the AT has reached 0, and selects either a win (1) or a loss (0) based on the AT mode number. The number of winning positions corresponding to each AT mode number is as shown in the figure.
[0127] The AT cycle preferential game number lottery shown in Figure 18(C) is a lottery to determine the number of games to be set in a predetermined preferential state after the AT ends (also called the "preferential state game number"), and selects one of the preferential state game numbers 0, 10, 20, or 30 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.
[0128] The Seven Table 1 lottery shown in Figure 19(A) is a lottery to determine the Seven Table number (the number that manages the table that determines the continuation rate during Red Seven), and selects one of the Seven Table numbers 0 to 15 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.
[0129] The Seven Table 2 lottery shown in Figure 19(B) is the same as the Seven Table 1 lottery, in which the Seven Table number is determined, and one of the Seven Table numbers 0 to 15 is selected based on the condition device group G number. The winning number corresponding to each condition device group G number is as shown in the figure.
[0130] The Bell Number 1 Lottery-1 shown in Figure 20(A) is the first lottery to determine the number of bells, which is held especially when the game mode is 0 to 2, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number (a number that controls the ease of counting up). The winning number corresponding to each CU rank number is as shown in the figure.
[0131] Bell Number 1 Lottery-2 shown in Figure 20(B) is the same as Bell Number 1 Lottery-1, and is the first lottery held when the game mode is 4 or 5 to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.
[0132] The bell count 2 lottery shown in Figure 20(C) is a lottery for the second or subsequent times to determine the number of bells, and selects one of the bell counts 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.
[0133] The Bell Number 3 lottery shown in Figure 20(D) is the same as the Bell Number 2 lottery, and is the lottery for the second or subsequent times to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20. The winning numbers assigned to each bell number are as shown in the figure.
[0134] (1-2) Each means constituting the game progress management means 130 Returning to Fig. 9, the received medal management means 131 is configured to control whether the game medals actually accepted (game medals that are guided to the acceptance passage and detected by the accepted medal sensor 28b, also referred to as "accepted game medals") among the game medals accepted from the medal acceptance slot 21 (also referred to as "injected game medals") are to be used as game medals to be directly bet or as game medals to be credited. In this embodiment, if the number of bets does not reach the maximum allowable number of bets (the number of bets required to execute a game (specified number "3")), the accepted game medals are to be used as game medals to be directly bet, and if the number of bets reaches the maximum allowable number of bets and the number of credits does not reach the maximum allowable number of credits (for example, "50"), the accepted game medals are to be used as game medals to be credited.
[0135] Furthermore, the accepted medal management means 131 is configured to perform automatic betting processing (processing to set a state in which the same number of medals as the number of medals bet in the previous game are bet without reducing the number of medals held by the player) in a game that has been set to the replay operation state. Even in the replay operation state, if the number of credits has not reached the maximum credit allowance, the inserted medals are accepted as medals to be credited (although they may not be accepted). If the number of bets has reached the maximum bet allowance and the number of credits has also reached the maximum credit allowance, the inserted medals are not accepted and are returned.
[0136] The role determination means 132 is configured to perform role determination processing (internal lottery) to select at least one role determination result from multiple role determination results (condition devices) based on a preset role determination probability (lottery setting number) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination processing is performed using a random number generated by the above-mentioned 16-bit random number means. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is taken in. Then, when performing the role determination processing, the taken-in random number is read out, a predetermined software random number is added to the read random number, and a condition device is selected using the random number after the addition. It is also possible to select a condition device using the read random number without adding the predetermined software random number.
[0137] The role determination process is performed by referring to a predetermined role determination table (not shown). The role determination table is configured so that lottery placement number data corresponding to each condition device is stored in a predetermined storage area (multiple addresses) in ROM 62 according to the setting value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the role that is allowed to be achieved in that game. Information on the selected condition device (winning role) is stored in a predetermined storage area in RAM 63, but if the information on the winning item stored in one game is information regarding the winning of a small role or a replay role, it is cleared (reset to "0") after the end of that game, regardless of whether or not these small roles or replay roles are achieved. On the other hand, if the BB role is won but not achieved, information regarding the winning of the BB role is stored and not cleared until the BB role is achieved.
[0138] The effect group number determination means 133 is configured to perform processing to associate an effect group number with the condition device selected by the winning combination determination processing. In this embodiment, as shown in FIG. 21, an effect group A number (0 or 1) is associated with the bonus condition device, and an effect group B number (0 to 29) is associated with the winning replay condition device. For example, as shown in FIG. 21(A), the effect group A number 1 is commonly associated with the type 1 BB-A condition device and the type 1 BB-B condition device. Also, as shown in FIG. 21(B), the effect group B number 13 is commonly associated with the winning-A1 to A12 condition devices, and the effect group B number 14 is commonly associated with the winning-B1 to B12 condition devices, in which differences in the push order can result in advantages or disadvantages in the game (effect on ball payout) and differences in the number of game medals paid out (number of medals won).
[0139] In contrast, for replay-A to L condition devices that correspond to the winning of a replay role in which differences in the pressing order do not affect the advantage or disadvantage in the game (no effect on the number of balls won), and winning replay condition devices that correspond to the winning of a small role (winning role) in which differences in the pressing order do not affect the number of game medals paid out (number won) or the number of game medals that can be won is small (for example, less than the specified number of bets), different presentation group B numbers are associated with each individual condition device.
[0140] Returning to Figure 9, the reel control means 134 is configured to start the rotation of the reels 3a to 3c after confirming that the minimum play time has elapsed when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted), and after all the reels that have started to rotate are in a constant speed rotation state, to stop the rotation of each of the corresponding reels 3a to 3c in turn when the stop switches 26a, 26b, 26c are operated in sequence (when each operation of the stop switches 26a to 26c is validly accepted).
[0141] The rotation stop control of each reel 3a to 3c is performed according to the operation mode (push order, operation timing, etc.) of the stop switches 26a to 26c based on each stop table (not shown) that is set according to the result of the role determination selected by the role determination process. Each reel 3a to 3c starts from the timing when the stop switches 26a, 26b, 26c are operated.
[0142] That is, as a result of the role determination process, if a predetermined gaming role is selected as a role that is allowed to be achieved, the reels 3a to 3c are controlled to stop so that the symbols corresponding to the selected gaming role are stopped and displayed on the pay line 29 as much as possible within the range of the allowed stop time, and in the case of a loss, the symbols corresponding to none of the gaming roles are stopped and displayed on the pay line 29. Note that in cases where a replay role or a small role is won while a special role has been won and where a special role and a replay role or a small role are won in combination, the reels may be controlled to stop spinning with a priority given to the replay role, in which the replay role is achieved first, then the special role, and then the small role (the small role may be given a higher priority than the special role).
[0143] The stopped display symbol determination means 135 is configured to determine which symbol is stopped and displayed by the reels 3a to 3c based on the timing at which the stop switches 26a to 26c are operated, and to determine whether a gaming combination is achieved based on the symbol combination determined to be stopped and displayed on the pay line 29 (which may be different from the symbol combination actually stopped and displayed).
[0144] When a minor winning combination is achieved, the payout medal management means 136 pays out game medals in a number corresponding to the achieved minor winning combination by means of a stored addition payout that adds the number of credits to the number of credits if the number of credits has not reached the maximum allowable number of credits, or by means of an actual payout that drives the hopper 50 via the hopper drive circuit 52 if the number of credits has reached the maximum allowable number of credits. Also, when a settlement operation (pressing the settlement switch 24) is validly accepted, the payout medal management means 136 drives the hopper 50 to pay out the number of game medals that were bet or the number of game medals that were credited.
[0145] The blocker control means 137 is configured to output a blocker signal for controlling the above-mentioned blocker 48, and switch the blocker 48 between an ON state (a state in which game medals can be accepted) and an OFF state (a state in which game medals cannot be accepted). When the blocker 48 is in the OFF state, game medals inserted into the medal insertion slot 21 are guided to the return passage and returned. However, the insertion of game medals is detected by the inserted medal sensor 28a.
[0146] The display lamp control means 138 is configured to control the lighting and extinguishing of the above-mentioned various display lamps (MAX-BET display lamp 46a, BET lamp 46b, deposit possible display lamp 46c, game start display lamp 46d, replay display lamp 46e, status display lamp 46f, number of times display lamp 46g, CRE lamp 46h, payout number display lamp 46j) via the display lamp control circuit 47. When the payout number display lamp 46j is made to function as a main side push order annunciator, the push order management means 139 controls the payout number display lamp 46j.
[0147] The push order management means 139 is configured to select an instruction number (any of 0 to 6) corresponding to the push order to be notified, depending on the role determination result (condition device) selected by the role determination process. Instruction number 0 is selected when the push order is not to be notified, and instruction numbers 1 to 6 are selected when the push order is to be notified. In this embodiment, instruction number 1 corresponds to the push orders of "left center right", instruction number 2 to "left left center", instruction number 3 to "center left left", instruction number 4 to "center right left", instruction number 5 to "right left center", and instruction number 6 to "right center left".
[0148] In addition, the push sequence management means 139 is also configured to make the payout number display lamp 46j function as a main side push sequence annunciator, and perform push navigation (main side push navigation) by announcing the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-seg") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-segment lamp, and the numerical value of the instruction number (for example, "2" for instruction number 2) is displayed on the right 7-segment lamp. The "=" displayed on the left 7-segment lamp is to distinguish it from when the payout number display lamp 46j is displaying the payout number. When navigation number 0 is selected, no display is made by the payout number display lamp 46j, but in another embodiment, "=" may be displayed on the left 7-segment display and "0" on the right 7-segment display, or "0" may be displayed on both the left and right 7-segment displays, or "0" may be displayed on only one of the left or right 7-segment displays.
[0149] The condition device group number determination means 140 is configured to determine a condition device group number used to select a winning value in various lotteries, according to the effect group A number and effect group B number determined by the effect group number determination means 133. Specifically, the condition device group numbers are divided into 10 types, from the condition device group A number to the condition device group J number, and each combination of the effect group A number and the effect group B number is previously associated with each number value from the condition device group A number to the condition device group J number. Specific associations are as shown in FIG. 22. For example, for the combination of effect group A number 1 and effect group B number 0, the condition device group A number 1, condition device group B number 2, condition device group C number 2, condition device group D number 0, condition device group E number 0, condition device group F number 1, condition device group G number 0, condition device group H number 1, condition device group I number 0, and condition device group J number 1 are associated, respectively. In addition, the remarks column in the table of Figure 22 lists abbreviations that represent the contents of each combination of performance group A number and performance group B number.
[0150] (Detailed explanation of the role determination process) The role determination process executed by the role determination means 132 is a series of processes that involves drawing a role once per game based on a predetermined probability (role determination probability), and determining the symbol combination that can be displayed on a winning line based on the winning number determined by the role determination. More specifically, a role is first drawn based on the role determination probability, and one winning number is determined from multiple winning numbers (including losing numbers) through this role drawing. Each winning number is pre-assigned a bonus condition device number or a winning replay condition device number. Once a winning number is determined, the bonus condition device number or winning replay condition device number associated with that winning number is stored in a predetermined memory area of RAM. Here, the bonus condition device number and the winning replay condition device number are stored in different memory areas. This allows the symbol combinations associated with the condition devices of the various condition device numbers stored in RAM to be aligned on a winning line.
[0151] In the above example, one winning number was linked to either a bonus condition device number or a winning replay condition device number, but one winning number may also be linked to both a bonus condition device number and a winning replay condition device number.
[0152] The above-described winning probability can be set arbitrarily. Furthermore, the winning probability can be configured to change depending on the setting value set by a gaming parlor staff member or the like. In this embodiment, six setting values are provided, from setting 1 to setting 6. There are winning numbers for which the winning probability varies depending on the setting value, and winning numbers for which the winning probability remains constant even when the setting value is changed. Hereinafter, setting the winning probability to vary depending on the setting value is referred to as "setting a difference." It is possible to arbitrarily determine whether or not to set a difference for each winning number. As an example, a setting difference may not be set for winning numbers linked to the condition device number of a condition device that triggers a lottery that affects the payout rate (the ratio of the number of payouts to the number of game medals used for play) in the slot machine 1, while a setting difference may or may not be set for winning numbers linked to the condition device number of a condition device that does not trigger a lottery.
[0153] FIG. 23 shows an example of the winning probability of the slot machine 1, showing the number of winning positions assigned to each winning number (total number of positions: 65,536). FIG. 23 does not show the winning numbers, but shows the conditional device associated with each winning number. This example also shows the number of winning positions in each RT state (non-RT, RT1, RT2) for three settings: 1, 3, and 6. According to this example, during non-RT, the probability of selecting a winning number associated with a Type 1 BB-A conditional device number or a winning number associated with a Type 1 BB-B conditional device number is set relatively high, at approximately 7 / 100. During non-RT or RT1, the probability of selecting one of the winning numbers associated with the prize-winning-A1 to -A12 conditional device numbers is set fairly high, at approximately 7 / 10.
[0154] The table in Figure 24(A) shows the type of bonus condition device, the bonus condition device number assigned to that bonus condition device, and the symbol combination associated with each condition device (indicated as "winning role" in Figure 24(A)), and the tables in Figure 24(B) and Figures 25 to 29 show the type of winning replay condition device, the winning replay condition device number assigned to that winning replay condition device, and the symbol combination associated with each condition device (indicated as "winning role" in Figure 24(B) and Figures 25 to 29). The contents of some condition devices will be specifically explained below.
[0155] In the bonus condition device shown in FIG. 24(A), the type 1 BB-A condition device is assigned the bonus condition device number 1, and the type 1 BB-B condition device is assigned the bonus condition device number 2. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The type 1 BB-A condition device is associated with the symbol combination of BB role 1, and this symbol combination can be displayed as a stopped symbol during non-RT, which will be described later. Furthermore, if the symbol combination of BB role 1 cannot be aligned on an active line, the game transitions to RT1, which will be described later, and the state in which the symbol combination can be aligned is carried over. On the other hand, in RT2, the symbol combination of BB role 1 cannot be aligned on an active line, and therefore, the state is not carried over (in FIG. 24(A), the "-" in the "RT2 (BB operation)" column indicates that the symbol combination cannot be aligned, and the state in which the symbol combination can be aligned is not carried over). The Type 1 BB-B condition device is associated with the symbol combination of BB role 2, and this symbol combination can be displayed as a stop during non-RT. Also, if the symbol combination of BB role 2 cannot be aligned on an active line, the game transitions to RT1, and the state in which the symbol combination can be aligned is carried over. Also, in RT2, the symbol combination of BB role 2 cannot be aligned on an active line, so the state is not carried over.
[0156] The replay-A through replay-L condition devices shown in FIG. 24(B) are assigned winning replay condition device numbers from 1 through 12, respectively. These condition devices are condition devices associated with replay symbol combinations, and are configured so that replay symbol combinations can be aligned during non-RT and RT1, but not during RT2. Furthermore, if any of the winning replay device numbers 1 through 12 in FIG. 24(B) is linked to the winning number determined by the winning combination lottery, the symbol combination shown in the "winning combination" column corresponding to that number can be aligned on an active line. For example, if winning number 1 is determined by the winning combination lottery, any one of the replay symbol combinations 1 through 4 associated with the replay-A condition device of winning replay condition device number 1 can be aligned. Also, if the winning number 12 is determined in the winning combination lottery, it will be possible to line up any one of the replay combinations 2 to 5 associated with the replay-L condition device of the winning replay condition device number 12. The number 0 shown in Figure 24(B) indicates that a winning number has been determined that will result in no winning or replay combination being possible, i.e., a loss. In this embodiment, a loss state can only occur during non-RT, but it may also occur during RT1 or RT2.
[0157] The winning-A1 to A12 condition devices shown in Figures 24(B), 25, and 26 are assigned winning replay condition device numbers from 13 to 24, respectively. These condition devices are associated with symbol combinations of small winning combinations. Furthermore, during non-RT and RT1, symbol combinations corresponding to the winning-A1 to A12 condition devices may be aligned, but during RT2, such a state is not achieved. The winning-B1 to B12 condition devices shown in Figures 26 to 28 are assigned winning replay condition device numbers from 25 to 36, respectively. These condition devices are associated with symbol combinations of small winning combinations. During non-RT and RT1, symbol combinations corresponding to the winning-B1 to B12 condition devices may be aligned, but during RT2, such a state is not achieved. The winning-C to E condition devices shown in Figure 29 are assigned winning replay condition device numbers from 37 to 39, respectively. These condition devices are condition devices to which small winning symbol combinations are associated, and during non-RT and RT1, it may be possible to line up symbol combinations corresponding to the winning-C to E condition devices, but during RT2, it is configured so that such a state does not occur.
[0158] (Detailed explanation of reel control according to the result of the lottery) Next, a description will be given of the reel control executed by the reel control means 134 when a state is reached in which a symbol combination corresponding to each of the above-mentioned condition devices can be achieved. (a) Reel control for Type 1 BB During a non-RT period in which a symbol combination corresponding to a Type 1 BB-A condition device shown in Figure 24(A) can be aligned, or during RT1 in which a state in which a symbol combination corresponding to a Type 1 BB-A condition device can be aligned is carried over, if the player's push position allows the corresponding symbols of BB role 1, "blue bar, blue bar, red seven," to be drawn onto the active line 29, then BB role 1 is achieved. Similarly, during a non-RT period in which a symbol combination corresponding to a Type 1 BB-B condition device can be aligned, or during RT1 in which a state in which a symbol combination corresponding to a Type 1 BB-B condition device can be aligned is carried over, if the player's push position allows the corresponding symbols of BB role 2, "black bar, black bar, red seven," to be drawn onto the active line 29, then BB role 2 is achieved.
[0159] (b) Reel control for replay When a symbol combination corresponding to the replay-A to D condition devices shown in Figure 24 (B) is aligned, reel control is performed so that replay role 4 (middle RP) is always achieved, regardless of the push order or push position, whether in non-RT or RT1. Also, when a symbol combination corresponding to the replay-E to G condition devices is aligned during non-RT or RT, reel control is performed so that replay role 1 or 3 is achieved. Also, when a symbol combination corresponding to the replay-H to J condition devices is aligned during non-RT, replay role 2 (right-up RP) is always achieved, regardless of the push order or push position, whereas when a symbol combination is aligned during RT1, reel control is performed so that replay role 4 (middle RP) is always achieved, regardless of the push order or push position. Furthermore, if the symbol combination corresponding to the replay-K, L condition device can be aligned during non-RT, replay role 5 (upper row watermelon RP) will always be achieved regardless of the order or position of the buttons pressed, whereas if the symbol combination can be aligned during RT1, the reels are controlled so that replay role 4 (middle row RP) will always be achieved regardless of the order or position of the buttons pressed.
[0160] In addition, if the losing winning number is determined during RT1, when the losing winning number is determined, if the button presses are pressed in a predetermined order such as reverse (the order in which the stop switch 26c is operated first), the symbol combination of "Red Seven, Red Seven, Red Seven" (also referred to as "Red 7 matching symbol") may be displayed in the display window W (for example, on the active line 29) depending on the button presses. This Red 7 matching symbol is the same as the corresponding symbol of the small win 40 (Red 7 matching small win), but the small win 40 is only formed during RT2 (see Figure 8). Therefore, the Red 7 matching symbol that is stopped and displayed during RT1 is always a losing symbol.
[0161] (c) Reel control regarding winning When the symbol combinations corresponding to the winning-A1 to A12 condition devices shown in Figures 24(B), 25, and 26 are aligned during non-RT, a predetermined 1-piece role is always achieved regardless of the pressing order or pressing position, and when they are aligned during RT1, reel control is performed so that the role that is achieved varies depending on the pressing order or pressing position. For example, the winning-A11 condition device shown in Figure 26 is a condition device corresponding to the symbol combinations of small roles 6, 10, 15, 16, 21, and 34, and when these symbol combinations are aligned during non-RT, reel control is performed so that small role 6, which is a 1-piece role, is always achieved regardless of the pressing order or pressing position.
[0162] On the other hand, if the symbol combination corresponding to the winning-A11 condition device is aligned during RT1, the reel control is such that when the button presses are "center, right, left," the 15-coin minor win 6 is achieved with a 1 / 1 probability; when the button presses are "right, center, left," the 15-coin minor win 34 is achieved with a 1 / 1 probability; and when the button presses are otherwise performed ("left, center, right," "left, right, center," "center, left, right," "center, right, left"), one of the 1-coin minor wins 10, 15, or 16 is achieved with a 1 / 8 probability. Note that "left," "center," and "right" refer to stop switches 26a, 26b, and 26c, and their order indicates their operation. For example, "center, right, left" represents the order in which the stop switches are operated in the order 26b, 26c, and 26a. In Figures 25-28, each button press order is indicated by the numbers "1," "2," and "3." The numbers "123", "132", "213", "231", "312", and "321" in the diagram correspond to the following pressing orders, respectively: "left center right", "left left center", "center left right", "center right left", "center right left", and "right center left".
[0163] During RT1, the state in which the symbol combination corresponding to the bonus condition device can be aligned is carried over, so depending on the push order and push position, BB role 1 or BB role 2 may be achieved. For example, if the state in which the symbol combination corresponding to the Type 1 BB-B condition device (i.e., the symbol combination of BB role 2) can be aligned during RT1, and the symbol combination corresponding to the prize-winning-A11 condition device can be aligned, when the push order is "center right left" or "right center left," small role 6 and small role 34 are always achieved, respectively, so BB role 2 cannot be achieved. On the other hand, when the push order is other than "left center right," "left left center," "center left left," or "center right left"), if the push order can draw in the corresponding symbol of small role 10, 15, or 16, BB role 2 will not be achieved. However, if these corresponding symbols cannot be drawn in, and conversely, if the corresponding symbol of BB role 2, "black bar / black bar / red seven," can be drawn in, the reel control is performed so that BB role 2 is achieved.
[0164] Specifically, we will explain the case where the push order is "left, center, right." First, we will explain the case where the push position on the first left reel is within the range where the "Red Seven" symbol can be drawn. In this case, reel control is performed on the left reel to draw the "Red Seven" symbol, so at that stage, there is still a possibility that either small win 16 or small win 21 will be achieved. Next, if the push position on the second center reel is within the range where the "Blue Bar" symbol can be drawn, reel control is performed on the center reel to draw the "Blue Bar" symbol, so at that stage, there is still a possibility that small win 16 will be achieved. Finally, if the push position on the third right reel is within the range where the "Blue Bar" symbol can be drawn, reel control is performed on the right reel to draw the "Blue Bar" symbol, so finally small win 16 (corresponding symbols "Red Seven, Blue Bar, Blue Bar") will be achieved. On the other hand, if the pressing position on the second middle reel is within the range where the "Red Seven" symbol can be drawn in, the reel control will be performed on the middle reel to draw in the "Red Seven" symbol, and a miss (no winning combination will be achieved) will be confirmed at that stage (there remains a possibility that the "Red Seven - Red Seven - Red Seven" symbol combination will ultimately be displayed), and finally, if the pressing position on the third right reel is within the range where the "Red Seven" symbol can be drawn in, the reel control will be performed on the right reel to draw in the "Red Seven" symbol, and the "Red Seven - Red Seven - Red Seven" symbol combination will ultimately be displayed.
[0165] Next, we will explain what happens when the first left reel is pressed within a range that can pull in the "black bar" symbol. In this case, the left reel is controlled to pull in the "black bar" symbol, leaving the possibility of either BB combination 2, small combination 10, or small combination 15 being achieved at that stage. Next, if the second center reel is pressed within a range that can pull in the "black bar" symbol, the center reel is controlled to pull in the "black bar" symbol, leaving the possibility of BB combination 2 being achieved at that stage. Finally, if the third right reel is pressed within a range that can pull in the "red seven" symbol, the right reel is controlled to pull in the "red seven" symbol, leaving the possibility of BB combination 2 (corresponding symbols: black bar, black bar, red seven) being achieved. On the other hand, if the pressing position on the second middle reel is within the range where the "Gold Seven" symbol can be drawn in, the middle reel will be controlled to draw in the "Gold Seven" symbol, so there is still a possibility of achieving minor win 10 at that stage, and finally, if the pressing position on the third right reel is within the range where the "Gold Seven" symbol can be drawn in, the right reel will be controlled to draw in the "Gold Seven" symbol, so ultimately minor win 10 (corresponding symbol "black bar - gold seven - gold seven") will be achieved.
[0166] The reel control is performed so that the winning combinations of the winning-B1 to B12 condition devices shown in Figures 26 to 28 differ depending on the pressing order and pressing position, whether they are aligned during non-RT or RT1. For example, the winning-B7 condition device shown in Figure 27 is a condition device associated with symbol combinations of small wins 4, 5, 8, 13, 18, 23, and 30. When these symbol combinations are aligned during non-RT, reel control is performed so that when the pressing order is "middle first," the small win 30, which is a 15-piece win, is achieved with a 1 / 1 probability, and when the pressing order is "left first" or "right first," the small win 5, which is a 1-piece win, is achieved with a 1 / 1 probability. Note that "left first" refers to the pressing order in which the stop switch 26a is operated first, "middle first" refers to the pressing order in which the stop switch 26b is operated first, and "right first" refers to the pressing order in which the stop switch 26c is operated first. In Figures 26 to 29, the push orders for "left first," "center first," and "right first" are displayed as "1·-·-," "-·2·-," and "-·-·3," respectively.
[0167] On the other hand, if the symbol combination corresponding to the winning-B7 condition device is aligned during RT1, when the push order is "middle left right", small symbol 4 or small symbol 5, which are 1-piece roles, will be achieved with a probability of 1 / 1, when the push order is "right left middle", small symbol 30, which is a 15-piece role, will be achieved with a probability of 1 / 1, and when the push order is other than "left middle right", "left left middle", "middle right left", "right middle left"), any of the small symbol roles 8, 13, 18, and 23, which are 1-piece roles, will be achieved with a probability of 1 / 8. Also, during RT1, when the state in which the symbol combination corresponding to the type 1 BB-A condition device (i.e., the symbol combination of BB role 1) is aligned is carried over, if the symbol combination corresponding to the winning-B7 condition device is aligned, when the push order is "middle left left" or "right left middle", small symbol 4, 5, and small symbol 30 will always be achieved, so BB role 1 will never be achieved. On the other hand, when pressing in any other order ("left-center-right", "left-right-center", "center-right-left", "right-center-left"), if the corresponding symbol of small symbols 8, 13, 18, or 23 can be drawn depending on the pressing position, BB symbol 1 will not be formed, but if these corresponding symbols cannot be drawn, and conversely, if the corresponding symbol of BB symbol 1, "blue bar / blue bar / red seven", can be drawn, the reel control is performed so that BB symbol 1 is formed.
[0168] The pattern combinations of the winning-C to E condition device shown in Figure 29 are designed to always result in a small win 36, which is a 15-piece win, regardless of the order or position of the buttons pressed, whether they are aligned during non-RT or RT1.
[0169] The winning-F to Q condition devices shown in FIG. 29 are configured so that the associated symbol combinations are not aligned during non-RT or RT1, but are selected during RT2. Of these, the winning-F, G, L, and M condition devices are reel-controlled so that when the associated symbol combinations are aligned during RT2, the watermelon minor combination (minor combinations 24 to 37), which is a 15-coin combination, is always achieved, regardless of the pressing order or pressing position. When the symbol combinations associated with the winning-I, J, K, O, P, and Q condition devices are aligned during RT2, the reel control is performed so that a 1-coin combination (minor combinations 1 to 23, 40 to 44) is achieved, depending on the pressing position. When the symbol combinations associated with the winning-H condition devices are aligned during RT2, the reel control is performed so that a 3-coin combination (minor combinations 38 and 39) is achieved, depending on the pressing position. When the symbol combination associated with the winning-N condition device is in a state where it can be aligned during RT2, if the pressing order is "left first" or "center first", a 1-piece role will be achieved depending on the pressing position, and if the pressing order is "right first", a 7-match 1-piece role (small role 40) will be achieved depending on the pressing position.
[0170] (1-3) Each Means Constituting the Main Communication Control Means 150 The control command transmitting means 151 is configured to transmit control commands containing various information related to games at predetermined timing. For example, control commands transmitted before the start lever 25 is operated include a control command containing information indicating which game mode is set (also referred to as a "game mode command"), a control command containing information indicating which RT state is set (also referred to as an "RT command"), and a control command containing information indicating the replay operation state (also referred to as an "operation state command"). Control commands transmitted in response to the start lever 25 being operated include, for example, a control command containing information on a command number (also referred to as an "command number command") and a control command containing information on a performance group number (performance group A number and performance group B number) (also referred to as an "performance group number command"). In addition, control commands including information on setting values, control commands including information on the values of various counters such as a bell count counter, control commands including information instructing the content of the presentation to be executed by the sub-control means, and control commands including information to be transmitted in the bonus game described below may be transmitted before the start lever 25 is operated, when the start lever 25 is operated, or at some other time.
[0171] In this way, when the operation of the start lever 25 is validly accepted, various control commands (collectively referred to as "lever operation acceptance commands") equivalent to instruction number commands and effect group number commands in the slot machine 1 are transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. By receiving these lever operation acceptance commands, the sub-control means 200 can identify that the operation of the start lever 25 has been validly accepted (that the start lever 25 has been validly operated).
[0172] Furthermore, when it is confirmed that the minimum play time has elapsed, the control command transmitting means 151 transmits a control command (also referred to as a "start all reels spin command") including information indicating that all reels will start spinning before all reels actually start spinning. Furthermore, when it is triggered by accepting a first stop operation (an operation of the stop switch to stop the reels for the first time), it transmits a control command (also referred to as a "first stop acceptance command") including information indicating that the first stop operation has been accepted, and when it is triggered by a first reel stop (a stop of the reels corresponding to the first stop operation), it transmits a control command (also referred to as a "first stop command") including information on the first reel stop. Similarly, when it is triggered by accepting a second stop operation (an operation of the stop switch to stop the reels next), it transmits a control command (also referred to as a "second stop acceptance command") including information indicating that the second stop operation has been accepted, and when it is triggered by a second reel stop (a stop of the reels corresponding to the second stop operation), it transmits a control command (also referred to as a "second stop command") including information on the second reel stop. Similarly, when the third stop operation (the operation of the stop switch to finally stop the reels) is accepted, a control command (also referred to as the "third stop acceptance command") containing information indicating that the third stop operation has been accepted is sent, and when the third drum stop (the stop of the reels corresponding to the third stop operation) is accepted, a control command (also referred to as the "third stop command") containing information about the third drum stop is sent.
[0173] In this way, each time each stop switch validly accepts a stop operation and switches from an OFF state to an ON state, a control command (first, second, and third stop acceptance commands) including information indicating that the stop operation has been accepted is sent from the control command sending means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described below. Then, by receiving these stop acceptance commands, the sub-control means 200 can identify that each stop switch has validly accepted the stop operation (first, second, and third stop operation).
[0174] Furthermore, after each stop switch has validly accepted a stop operation, each time the stop operation is released and the stop switch switches from the ON state to the OFF state, the control command transmission means 151 transmits a control command (stop operation release command) containing information indicating that the accepted stop operation has been released. Specifically, a control command containing information indicating that the first stop operation has been released (referred to as the "first stop operation release command"), a control command containing information indicating that the second stop operation has been released (referred to as the "second stop operation release command"), and a control command containing information indicating that the third stop operation has been released (referred to as the "third stop operation release command") are transmitted. By receiving these stop operation release commands, the sub-control means 200 can determine that the stop operation validly accepted by each stop switch has been released (that is, the player's hand has been removed from the stop switch). Note that the first and second stop operation release commands may not be transmitted, and only the third stop operation release command may be transmitted.
[0175] Furthermore, the control command sending means 151 sends a control command (also called a "full stop command") containing information on all reels stopping before determining the stopped symbols, and a control command (also called a "payout number command") containing information on the number of game medals to be paid out after determining the stopped symbols. Also, at a predetermined timing after all reels have stopped, it sends a control command (also called a "role determination result command") containing information on the result of the winning determination. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is possible only in one direction, from the former to the latter.
[0176] The outer edge signal transmitting means 152 is configured to transmit an outer edge signal to an external device such as a data counter or hall computer when a predetermined game state is reached. In this embodiment, the outer edge signal is output when a situation occurs in which 15 game medals are paid out twice (consecutively) when a symbol combination associated with the prize-winning-A1 to -A12 condition device or the prize-winning-B1 to -B12 condition device is aligned while the player is in game mode 3 in the advantageous zone. Such a situation can occur both when the player is in the BB zone and when the player is not in the BB zone (not in the BB zone). If the outer edge signal were output only when such a situation occurred in the BB zone, the output of the outer edge signal would enable the player to determine that the player is in the BB zone. In contrast, in this embodiment, the outer edge signal is output when the above situation occurs, regardless of whether the player is in the BB zone or not. Therefore, even if the outer edge signal is output, it is difficult to reliably determine whether the player is in the BB zone. However, the possibility of 15 game medals being paid out when not inside the BB is significantly lower than when inside the BB. Therefore, when an outer end signal is output, there is a high possibility that it was output when inside the BB. Therefore, even if a player checks the number of times the outer end signal has been output using an external device, etc., and determines that this number represents the number of times the game has transitioned to inside the BB, that determination will not deviate significantly from the actual situation (reliability can be ensured when the outer end signal is interpreted as a signal indicating that the game has entered inside the BB).
[0177] (2) Functional Block of Sub-Control Means 200 The sub-control means 200 is composed of a sub-main control means (also referred to as the "first sub-control means") 200A that mainly manages (instructs) lamp effects, image effects, and sound effects, and a sub-sub control means (also referred to as the "second sub-control means") 200B that mainly controls (executes) image effects and sound effects.
[0178] (2-1) Each Means Constituting the Sub-Main Control Means 200A The sub-main control means 200A is broadly divided into an effect management means 210 and a sub-main communication control means 230. The effect management means 210 is provided with a game effect management means 211, an announcement effect management means 212, and a lamp effect control means 213, and the sub-main communication control means 230 is provided with a control command receiving means 231, an effect command transmitting means 232, and a status command receiving means 233. The above-mentioned means in the sub-main control means 200A are functional representations of hardware such as the sub-main CPU 71, ROM 72, RAM 73, and electronic circuits arranged on the sub-main control board 70A shown in FIG. 2, and software such as a control program stored in ROM 72.
[0179] (Means constituting the performance management means 210) The game effect management means 211 is configured to manage the execution timing of effects using images and sounds (also referred to as "game effects") executed by the sub-sub control means 200B, mainly for the purpose of increasing the interest in the game and enhancing playability, based on control commands from the main control means 100. Game effects include, for example, continuous effects, single effects, assist effects, etc.
[0180] A continuous effect is an effect that continues over multiple game periods, and examples thereof include an effect that displays images that form a continuous story over multiple game periods, mainly using image display device 11, or an effect image that symbolizes the player being in a predetermined game mode (for example, game mode 5). When performing a continuous effect or a single effect described below, an effect using effect lamps 12, 13a, 13b, 14a, 14b or decorative lamps 32a, 32b may be performed, or an effect using speakers 15a, 15b, 44a, 44b may be combined.
[0181] A one-off effect is an effect that is executed one-off when a specific situation occurs during the progress of a game. For example, an effect in which an image that suggests the expected probability of winning a game role is displayed by the image display device 11 when each reel spins. Another example of a one-off effect is an effect in which, when the main control means 100 adds up the number of AT games (number of bells), the value of the added number of AT games (for example, characters such as "+10") is displayed on the display screen 11a of the image display device 11.
[0182] The assist effect is an effect to assist the player, and in this embodiment, the push navigation effect is mainly performed according to the information of the navigation number transmitted by the navigation number command from the main control means 100. This push navigation effect (sub-side push navigation) is a one-off effect that uses the image display device 11 as a sub-side push order display device to display the push order (correct push order) corresponding to the navigation number on the display screen 11a for the player. In this embodiment, the RP navigation effect (sub-side RP navigation) corresponding to the above-mentioned RP navigation, the prize navigation effect (sub-side prize navigation) corresponding to the prize navigation, and the eye-pressing navigation effect (sub-side eye-pressing navigation) corresponding to the eye-pressing navigation are executed.
[0183] Specific examples of push navigation effects (RP navigation effects, winning navigation effects) that notify players of the push order include displaying numbers indicating the corresponding push order (for example, in the case of a "left first" push order, "1" is displayed at the bottom left of display screen 11a, and in the case of a "center left and right" push order, the numbers indicating the push order are displayed in the order of "2," "1," and "3" from left to right at the bottom of display screen 11a). When displaying the first through third push orders, the display of the first push order may be erased when the player operates the first stop switch according to the displayed first push order, the display of the second push order may be erased when the player operates the second stop switch according to the displayed second push order, and the display of the third push order may be erased when the player operates the third stop switch according to the displayed third push order.
[0184] Furthermore, if the player operates the stop switch in a different order from the displayed push order, the push navigation effect may be immediately terminated. Furthermore, when displaying the push order, the sounds "middle," "left," and "right" may be output from speakers 15a, 15b, etc., in association with the next operation to be performed. Furthermore, effect lamp 13a may correspond to "left," effect lamp 12 may correspond to "middle," and effect lamp 13b may correspond to "right," and they may light up or flash in association with the next operation to be performed. A display for sub-side push navigation may also be provided. For example, a display consisting of three 7-segment lamps arranged horizontally may be provided below the display window W, and in the case of a "right-center-left" push order, the numbers "3," "2," and "1" may be displayed on the left, center, and right 7-segment lamps, respectively.
[0185] The notification effect management means 212 is configured to manage the execution timing of image and audio effects (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B based on control commands from the main control means 100, mainly for the purpose of notifying the player of information related to the game. Examples of notification effects include an error notification effect that notifies the player of the occurrence of an error using text information such as "Error Occurred," and an effect that notifies the player of the fact that an image is being prepared when power is restored using text information such as "Image Preparing." Another example of a notification effect is an effect that displays an image (also referred to as "attention-calling image") containing text information to attract the player's attention in order to prevent the player from becoming overly absorbed in the game (addiction).
[0186] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, 14b, the decorative lamps 32a, 32b, and the back lamps 38a to 38d. It is also configured to perform suggestive effects, which will be described later.
[0187] (Means constituting the sub-main communication control means 230) The control command receiving means 231 is configured to receive control commands from the main control means 100 and store them in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received control commands).
[0188] The performance command sending means 232 is configured to send a performance command including various information related to performance (for example, a performance command including image information) to the sub-sub control means 200B based on a control command from the main control means 100.
[0189] The status command receiving means 233 is configured to receive a status command (e.g., a status command including information that a reception error has occurred for a performance command) from the sub-sub control means 200B and store it in a predetermined storage area such as RAM 73 (e.g., a command buffer for the received status command).
[0190] (2-2) Each Means Constituting the Sub-Sub-Control Means 200B In contrast to the sub-main control means 200A configured as described above, the sub-sub control means 200B is broadly equipped with a performance execution control means 250 and a sub-sub communication control means 270. The performance execution control means 250 is equipped with a game performance execution control means 251 and an announcement performance execution control means 252, and the sub-sub communication control means 270 is equipped with a performance command receiving means 271 and a status command sending means 272. Note that each of the above-mentioned means in the sub-sub control means 200B is a functional representation of what is configured by hardware such as the sub-sub CPU 75, ROM 76, RAM 77, and electronic circuits arranged on the sub-sub control board 70B shown in FIG. 2, and software such as a control program stored in the ROM 76.
[0191] (Means constituting the performance execution control means 250) The game effect execution control means 251 is configured to control the image display device 11, speakers 15a, 15b, etc. based on effect commands from the sub-main control means 200A, and execute the above-mentioned game effects.
[0192] The notification effect execution control means 252 is configured to control the image display device 11, the speakers 15a, 15b, etc. based on the effect command from the sub-main control means 200A, and execute the notification effect described above.
[0193] (Means constituting the sub-sub communication control means 270) The rendering command receiving means 271 is configured to receive rendering commands from the sub-main control means 200A and store them in a predetermined storage area such as the RAM 77 (for example, a command buffer for the received rendering commands).
[0194] The state command transmitting means 272 is configured to transmit the above-mentioned state command to the sub-main control means 200A.
[0195] The transmission of control commands from the control command transmitting means 151, the transmission of performance commands from the performance command transmitting means 232, and the transmission of state commands from the state command transmitting means 272 are all performed by serial communication (parallel communication may also be used). Each of the transmitting means 151, 232, 272 has the same configuration, and is configured with a command buffer (also referred to as "CB") as a storage area for temporarily storing commands to be transmitted, a command processing unit that performs processing such as writing and reading of commands to be transmitted, and a command transmitting unit that transmits commands by serial communication.
[0196] The CB has multiple memory areas distinguished by addresses, and is configured to store one byte of command data in each memory area. The command processing unit is configured to generate command data to be transmitted and write it to an address area indicated by a write pointer of the CB, and also to read previously written command data from an address area indicated by a read pointer of the CB and write it to a TDR (transmit data register) of the command transmitting unit. The command transmitting unit is configured to transfer the command data written to the TDR to a TSR (transmit shift register), where it is serially converted and transmitted.
[0197] When using a parallel communication method, previously written command data is read from the address area indicated by the CB read pointer, and the command data is written to a specified output port (output port for sending to the sub-control means) for transmission. In this embodiment, one command is usually two bytes long (the checksum is one byte long). The communication method is asynchronous (start-stop synchronous), and has one stop bit and one parity bit (even parity) (the communication method and command configuration can be changed as appropriate).
[0198] <Major control processes> Below, among the control processes performed by the main control means 100 of the slot machine 1, the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to Figures 30 to 58. Note that the variables such as counters and flags used in the following description are briefly explained in the variable list of Figure 12.
[0199] <Settings change process> First, the basic flow of the setting change device process will be explained with reference to Fig. 30(A). The setting change device process is executed when a setting change is made, and performs a process of saving "0" in all storage areas (addresses in RAM 63 that store information about advantageous zones) that affect the performance of the instruction function (step K1).
[0200] <Game Progress Control Processing> Next, the basic flow of the game progress control process will be described with reference to Figures 30(B) to 57. The game progress control process is a process that is repeatedly executed during a game, and as shown in Figure 30(B), first, a game start standby process is performed (step S1). In this game start standby process, as shown in Figure 30(C), it is determined whether the total stop wait number is 0 or not (step S11). Here, if the total stop wait number is not 0, the process waits for the standby time corresponding to the total stop wait number (step S12) and proceeds to step S13, and if the total stop wait number is 0, the process proceeds directly to step S13. Then, in step S13, 0 is saved as the total stop wait number, and the game start standby process is terminated and returned.
[0201] After the game start standby process is completed, the process proceeds to step S2 in FIG. 30(B). Here, the process waits in that state until operation of the start lever 25 is accepted, and when accepted, the internal lottery start process is performed (step S3). In this internal lottery start process, an internal lottery is performed (step S21), as shown in FIG. 31(A). In this internal lottery, the bonus condition device number and the winning re-play condition device number are determined. After the internal lottery is performed, the process proceeds to group number set process.
[0202] In the group number set process, as shown in Fig. 31(B), a value corresponding to the bonus condition device number (see Fig. 21(A)) is stored in the effect group A number (step S31), and a value corresponding to the winning replay condition device number (see Fig. 21(B)) is stored in the effect group B number (step S32). Next, values corresponding to the effect group A number and effect group B number (see Fig. 22, the same below) are stored in the condition device group A number (step S33), values corresponding to the effect group A number and effect group B number are stored in the condition device group D number (step S34), and values corresponding to the effect group A number and effect group B number are stored in the condition device group G number (step S35).
[0203] Similarly, a value corresponding to the effect group A number and effect group B number is stored in the condition device group B number (step S36), a value corresponding to the effect group A number and effect group B number is stored in the condition device group C number (step S37), and a value corresponding to the effect group A number and effect group B number is stored in the condition device group E number (step S38). Furthermore, a value corresponding to the effect group A number and effect group B number is stored in the condition device group I number (step S39), a value corresponding to the effect group A number and effect group B number is stored in the condition device group F number (step S40), and a value corresponding to the effect group A number and effect group B number is stored in the condition device group H number (step S41). Then, a value corresponding to the effect group A number and effect group B number is stored in the condition device group J number (step S42), and the process proceeds to the section type number management lever processing.
[0204] In the section type number management lever processing, as shown in Fig. 32, first, it is determined whether or not the section type number is 0 (normal section) (step S51). If the section type number is 0, the process proceeds to step S52, where it is determined whether or not the BB has not yet been activated. If the BB has not yet been activated, it is determined whether or not the BB is in progress (step S53), and if the BB is not in progress, the process proceeds directly to step S55. If the BB is in progress, it is determined whether or not the condition device group A number is 1 (step S54), and if the condition device group A number is 1, the process proceeds to step S51. On the other hand, if the determination in step S52 above shows that the BB is in progress, or if the determination in step S54 above shows that the condition device group A number is not 1, the process does not proceed to step S51, and the process proceeds to the standby effect processing described below.
[0205] In step S51, advantageous zone transition processing is performed. In this advantageous zone transition processing, as shown in FIG. 34(A), it is determined whether the condition device group A number is 0 or not (step S71), and if it is 0, the advantageous zone transition processing is terminated and the process returns. On the other hand, if the condition device group A number is not 0, an advantageous zone lottery is performed (step S72), and the lottery result is saved in the zone type number (step S73). Next, it is determined whether the zone type number is 0 or not (step S74), and if it is 0, the advantageous zone transition processing is terminated and the process returns. On the other hand, if the zone type number is not 0, a chance mode 1 lottery is performed (step S75), and the lottery result is saved in the chance mode number (step S76). Furthermore, a seven table 1 lottery is performed (step S77), and the lottery result is saved in the seven table number (step S78).
[0206] Next, it is determined whether the chance mode number is 4 (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, where a chance game number lottery process is performed. In this chance game number lottery process, as shown in FIG. 34(B), a chance game number lottery is performed (step S91), the lottery result is saved in the chance game number counter (step S92), and the process returns. Upon return from the chance game number lottery process, the process proceeds to step S84 in FIG. 34(A), where a chance cycle lottery is performed. Then, the lottery result is saved in the chance cycle counter, and the advantageous zone transition process is terminated and the process returns.
[0207] On the other hand, if the chance mode number is determined to be 4 in step S79, the process proceeds to step S80 to perform AT winning processing. In this AT winning processing, as shown in FIG. 35, first, 1 is saved in the AT winning flag (step S101). Next, an AT mode lottery is performed and the lottery result is saved in the AT mode number (step S102), and then a Seven 1 lottery is performed and the lottery result is saved in the Seven number (step S103). Next, a Seven number correction processing is performed (step S104).
[0208] In this seven number correction process, as shown in FIG. 36(A), first, correction counter process is performed (step S121). In this correction counter process, as shown in FIG. 36(B), correction counter data (a counter that adds up the value of the Gold Seven Counter and the value of the Seven Counter) is set to 0 (step S131), and it is determined whether the Seven Number is 2 (step S132). If the Seven Number is 2, the value of the Gold Seven Counter is set to the correction counter data (step S133), and 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if it is determined in step S132 that the Seven Number is not 2, the process proceeds directly to step S135. In step S135, the value of the Seven Counter is added to the correction counter data, and the process proceeds to step S136. In step S136, a value calculated based on the values of the cumulative counter, correction counter data, and bell count counter is saved in the correction counter data, and the process returns from the correction counter process.
[0209] Upon return from the correction counter processing, the process proceeds to step S122 in FIG. 36(A), where it is determined whether the value of the correction counter is 1901 or greater. If the value of the correction counter is 1901 or greater, 1 is stored in the seven number (step S123), and the seven number correction processing is terminated and the process returns. If the value of the correction counter is not 1901 or greater, the process returns as is. In the arrival flag processing described below, the processing procedure branches depending on whether the value of the correction counter is 2101 or greater. In contrast, in this processing, whether to store 1 in the seven number depends on whether the value of the correction counter is 1901 or greater, and the correction counter value (also referred to as the "discrimination value") used for the branching judgment is different. This is because storing 1 in the seven number enables at least one AT game next time, and the discrimination value is set to be less than 2101 in the arrival flag processing in consideration of the corresponding increase in the number of game medals that can be won in the future. In this way, by changing the discrimination value depending on the situation, it is possible to manage the number of game medals that can be won in the future without overcounting more than necessary.
[0210] Upon return from the seven number correction process, the process proceeds to step S105 in Fig. 35 to determine whether the seven number is 1. If the seven number is not 1, 3 is stored in the gold seven counter (step S106) and the process proceeds to step S107, and if the seven number is 1, the process proceeds directly to step S107. In this step S107, arrival flag processing is performed.
[0211] In this reach flag processing, as shown in Fig. 36(C), first, correction counter processing is performed (step S141). After the correction counter processing is completed, it is determined whether the correction counter is 2101 or more (step S142), and if it is 2101 or more, 1 is stored in the reach flag (step S143), and the reach flag processing is completed and the process returns. On the other hand, if the correction counter is not 2101 or more, it is determined whether the main game state number is 3 (step S144), and if it is 3, the process returns directly, and if it is not 3, 0 is stored in the reach flag (step S145), and the process returns.
[0212] Upon returning from the arrival flag processing, the process proceeds to step S108 in Figure 35 to determine whether the condition device group A number is 1. If the condition device group A number is 1, the AT winning processing process is terminated and the process returns. On the other hand, if the condition device group A number is not 1, an EX mode 1 lottery is conducted (step S109), the lottery result is saved in the EX mode number (step S110), and the AT winning processing process is terminated and the process returns.
[0213] When returning from the AT winning processing process, proceed to step S81 in Figure 34 (A) and determine whether the condition device group A number is 1. Here, if the condition device group A number is not 1, the advantageous zone transition is ended and the process returns, and if the condition device group A number is 1, the AT entry lever processing is performed (step S82).
[0214] In this AT entry lever processing, first, loop CU rank set processing is performed (step S151) as shown in Fig. 37. In the loop CU rank set processing, as shown in Fig. 38(A), the seven set counter is incremented by 1 (step S171), a value corresponding to the seven table number and the seven set counter is stored in the loop number (step S172), a value corresponding to the seven table number and the seven set counter is stored in the CU rank number (step S173), and the process returns.
[0215] Upon return from the loop CU rank set processing, the process proceeds to step S152 in FIG. 37, where it is determined whether the seven number is 1. If the seven number is 1, the process proceeds to step S154, where the seven loop lottery processing is performed. In the seven loop lottery processing, as shown in FIG. 38(B), a seven loop lottery is performed (step S181), the lottery result is stored in the seven counter (step S182), and the process returns. Upon return from the seven loop lottery processing, the process proceeds to step S155 in FIG. 37, where the arrival flag processing is performed and the process proceeds to step S156. On the other hand, if it is determined in the above step S153 that the value of the seven counter is not 0, the process proceeds directly from there to step S156. Furthermore, if it is determined in the above step S152 that the seven number is not 1, the value of the gold seven counter is decremented by 1 (step S158), and gold seven loop lottery correction processing is performed (step S159).
[0216] In this Gold Seven Loop lottery correction process, as shown in FIG. 38(C), it is determined whether the arrival flag is 0 or not, and if it is not 0, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the arrival flag is 0, a correction counter process is performed (step S192), and after the process is completed, it is determined whether the value of the correction counter is less than 1900 (step S193). Here, if the value of the correction counter is 1900 or more, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the value of the correction counter is less than 1900, a Gold Seven Loop lottery is performed (step S194), and it is determined whether the result is 0 or not (step S195). Here, if the result of the Gold Seven Loop lottery is 0, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the result of the Gold Seven Loop lottery is not 0, 3 is stored in the Gold Seven counter (step S196), the arrival flag process is performed (step S197), and then the process returns.
[0217] Upon return from the Gold Seven Loop lottery correction process, the process proceeds to step S156 in Figure 37, where a lottery for the additional mode is performed and the result is saved in the additional mode number (step S157). Next, a correction counter process is performed (step S160), and after completion, a lottery for the number of bells is performed (step S161), and the result is saved in the bell count counter (step S162). Next, a bell count counter correction process is performed (step S163).
[0218] In this bell count counter correction process, as shown in Fig. 39, first, the value of the allowable number of bells (the value of the number of bells allowable until the correction counter reaches the upper limit value) calculated based on the difference between the upper limit value (2100) of the correction counter and the current value is saved in the correction counter (step S201). Next, it is determined whether the reach flag is 0 (step S202), and if not, the process proceeds directly to step S203. If the reach flag is 0, it is determined whether the value of the correction counter is smaller than the value of the bell count counter (step S206), and if it is smaller, the process proceeds to step S203. In step S203, 7 is saved in the bell count counter, and after saving, the bell count counter correction process ends and returns. Upon returning from the bell count counter correction process, the process proceeds to step S164 in Fig. 37, where reach flag processing is executed, and the AT entry lever processing ends and returns. When the lever processing at the time of AT entry is returned, the advantageous zone transition processing in Figure 34 (A) is also completed and returned, and the process proceeds to step S56 in Figure 32, where the lever wait processing is executed.
[0219] In this lever-operated wait process, as shown in FIG. 40, first, it is determined whether the condition device group A number is 1 (step S211). If the condition device group A number is 1, it is determined whether the AT win flag is 0 (step S212). If the AT win flag is 0, 2 is saved in the lever weight number (step S213). If the AT win flag is not 0, 1 is saved in the lever weight number (step S214). After saving, the lever-operated wait process is terminated and the process returns. On the other hand, if the determination in step S211 above shows that the condition device group A number is not 1, the process proceeds to step S215, where it is determined whether the main gaming state number is smaller than 2. If the main gaming state number is smaller than 2, the process proceeds directly to step S217. If the main gaming state number is 2 or greater, it is determined whether the main gaming state number is 4 (step S230). If it is 4, the process proceeds to step S217. On the other hand, if the main gaming state number is not 4, the lever-operated wait process is terminated and the process returns.
[0220] In step S217, it is determined whether the AT winning flag is 0, and if it is 0, the lever time wait processing is ended and the process returns. On the other hand, if the AT winning flag is not 0, a lever effect weight lottery is performed (step S218). Then, it is determined whether the result is 0 (step S219), and if it is 0, the lever time wait processing is ended and the process returns. On the other hand, if the result of the lever effect weight lottery is not 0, the process proceeds to step S213, where 2 is saved as the lever weight number, and after saving, the lever time wait processing is ended and the process returns. Upon returning from the lever time wait processing, the process returns to the section type number management lever processing in FIG. 32, and proceeds to the standby effect processing described below.
[0221] On the other hand, if the determination in step S51 of FIG. 32 shows that the section type number is not 0, 0 is stored in the lever full stop flag (step S57), and it is determined whether or not the condition device group A number is 1 (step S58). If the condition device group A number is 1, 1 is stored in the type 1 BB win flag (step S59), and if not 1, 0 is stored in the type 1 BB win flag (step S60). After storing, it is determined whether or not the winning re-play condition device number is any of 13 to 36 (step S61). If the winning re-play condition device number is any of 13 to 36, a value corresponding to the winning re-play condition device number is stored in the instruction number (step S62), and then the process proceeds to step S63 of FIG. 33. If the winning re-play condition device number is not any of 13 to 36, the process proceeds directly to step S63.
[0222] In step S63, the main gaming state number is determined, and according to the main gaming state number, if the main gaming state number is 1, main gaming state number 1 lever processing is performed (step S64), and if the main gaming state number is 2, main gaming state number 2, 5 lever processing is performed (step S65). Also, if the main gaming state number is 3, main gaming state number 3 lever processing is performed (step S66), if the main gaming state number is 4, main gaming state number 4 lever processing is performed (step S67), and if the main gaming state number is 5, main gaming state number 2, 5 lever processing is performed (step S68). Then, after each lever processing is performed, the process proceeds to step S56 in FIG. 32. On the other hand, if the main gaming state number is any other number, no particular processing is performed and the process proceeds directly to step S56.
[0223] In the main gaming state number 1 lever processing, as shown in Fig. 41(A), a chance mode 2 drawing is performed (step S241), and then a chance mode number determination processing is performed (step S2421). In this chance mode number determination processing, as shown in Fig. 41(B), it is determined whether the drawing result of the chance mode 2 drawing or the chance mode 3 drawing is 0 (step S251). Here, if the drawing result is 0, the chance mode number determination processing is terminated and the process returns, and if the drawing result is not 0, the drawing result is saved in the chance mode number (step S252) and then the process returns.
[0224] Upon return from the chance mode number determination process, the process proceeds to step S243 in FIG. 41(A), where it is determined whether the chance mode number is 4. Here, if the chance mode number is not 4, the process proceeds to step S247, where it is determined whether the type 1 BB winning flag is 0. If it is 0, it ends the main gaming state number 1 lever process and returns. If it is not 0, it performs a chance game number lottery process, and after that, it ends the main gaming state number 1 lever process and returns. On the other hand, if it is determined in the above step S242 that the chance mode number is 4, the process proceeds to step S244, where it performs AT winning process. After that, it determines whether the type 1 BB winning flag is 0 (step S245), and if it is 0, it ends the main gaming state number 1 lever process and returns. If it is not 0, it performs AT entry lever process, and then returns.
[0225] In the main game state number 2, 5 lever processing, as shown in FIG. 41(C), first, the lever processing after winning the AT is performed (step S261). In this lever processing after winning the AT, as shown in FIG. 42, first, it is determined whether the arrival flag is 0 or not (step S271). Here, if the arrival flag is not 0, the lever processing after winning the AT is ended and returned, and if the arrival flag is 0, it proceeds to step S272 to determine whether the EX mode number is 1. Here, if the EX mode number is 1, an EX mode 2 lottery is performed (step S273), and it is determined whether the lottery result is 2 or not (step S274). Here, if the lottery result is 2, 2 is saved as the EX mode number (step S275), and then it proceeds to step S276. On the other hand, if it is determined in the above step S272 that the EX mode number is not 1, it proceeds directly to step S276 from there, and if it is determined in the above step S274 that the result of the EX mode 2 lottery is not 2 from there, it proceeds directly to step S276 from there.
[0226] In step S276, it is determined whether the Seven Table number is smaller than 13. If the Seven Table number is smaller than 13, it is determined whether the drawn flag is 0 (step S277). If it is 0, it is further determined whether the condition device group G number is 0 (step S278). If the condition device group G number is not 0, the process proceeds to step S279. In step S279, a Seven Table 2 drawing is performed, and it is determined whether the drawing result is 0 (step S280). If the result of the Seven Table 2 drawing is 0, the process proceeds directly to step S282; if the result of the Seven Table 2 drawing is not 0, the drawing result is saved in the Seven Table number (step S281), and then the process proceeds to step S282. In step S282, 1 is saved in the drawn flag, and the process proceeds to step S283. On the other hand, if the determination in step S276 above is that the seven table number is 13 or greater, if the determination in step S277 above is that the drawn flag is not 0, or if the determination in step S278 above is that the condition device group G number is 0, then proceed to step S283.
[0227] In step S283, it is determined whether the Seven number is 1. If the Seven number is 1, a Seven 2 lottery is conducted (step S284), and it is determined whether the result of the lottery is 2 (step S285). If the result of the Seven 2 lottery is 2, the lottery result is stored in the Seven number (step S286), and a Seven number correction process is performed (step S287). After the Seven number correction process is performed, it is determined whether the Seven number is 2 (step S288), and if it is 2, 3 is stored in the Gold Seven counter (step S289), and the process proceeds to step S290. On the other hand, if the Seven number is not 1 as determined in step S283, if the result of the Seven 2 lottery is not 2 as determined in step S285, or if the Seven number is not 2 as determined in step S289, the process proceeds to step S291, respectively. In step S291, a Seven Stock 1 lottery is conducted, and the result of the lottery is added to the Seven counter, and the process proceeds to step S290. In this step S290, the arrival flag processing is performed, and then the lever processing after the AT win is ended and the process returns.
[0228] When returning from the lever processing after winning the AT, proceed to step S262 in Fig. 41(C) and determine whether the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is 0, the main game state number 2, 5 lever processing ends and returns, and if it is not 0, the AT entry lever processing is performed, and then the game state number 2, 5 lever processing ends and returns.
[0229] In the main game state number 3 lever processing, as shown in FIG. 43(A), first, it is determined whether the command number is 0 (step S301). If the command number is not 0, the value of the bell count counter is decremented by 1 (step S302) and the process proceeds to step S303. If the command number is 0, the process proceeds directly to step S303. In step S303, it is determined whether the reach flag is 0. If the reach flag is not 0, the main game state number 3 lever processing is terminated and the process returns. If the reach flag is 0, a Seven Stock 2 lottery is performed (step S304), and the result of the lottery is added to the Seven counter (step S306). Next, it is determined whether the reach flag is 0 (step S307). If the reach flag is not 0, the main game state number 3 lever processing is terminated and the process returns. If the reach flag is 0, it is determined whether the value of the Gold Seven counter is 1 or 2 (step S308). Here, if the value of the Gold Seven counter is not 1 or 2, the main game state number 3 lever processing ends and returns, and if the value of the Gold Seven counter is 1 or 2, the Gold Seven loop rewrite lottery correction processing proceeds.
[0230] In the Gold Seven Loop rewrite lottery correction process, as shown in FIG. 43(B), first, correction counter processing is performed (step S311), and then it is determined whether the value of the correction counter is less than 1900 (step S312). If the value of the correction counter is 1900 or greater, the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. If the value of the correction counter is less than 1900, the Gold Seven Loop rewrite lottery is performed (step S313), and it is determined whether the result of the lottery is 0 (step S314). If the result of the Gold Seven Loop rewrite lottery is 0, the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. If the result is not 0, 3 is stored in the Gold Seven counter (step S316). Then, the arrival flag processing is performed (step S316), and then the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. Upon returning from the Gold Seven Loop rewrite lottery correction process, the main game state number 3 lever processing in FIG. 43(A) is also terminated and the process returns.
[0231] In the main gaming state number 4 lever processing, as shown in FIG. 44(A), a draw 1 lottery is performed, and it is determined whether the lottery result is 0 or not (step S321). If the result of the draw 1 lottery is not 0, an AT winning process is performed (step S323), and then it is determined whether the Type 1 BB winning flag is 0 or not (step S324). If the Type 1 BB winning flag is 0, the main gaming state number 4 lever processing is terminated and the process returns. If the Type 1 BB winning flag is not 0, the AT entry lever process is performed (step S325), and then the main gaming state number 4 lever processing is terminated and the process returns. On the other hand, if the result of the draw 1 lottery is 0 as determined in step S322, the process proceeds to step S326, and it is determined whether the Type 1 BB winning flag is 0 or not. Here, if the Type 1 BB winning flag is 0, the main gaming state number 4 lever processing is terminated and a return is made, and if the Type 1 BB winning flag is not 0, the process proceeds to the AT cycle preferential game number lottery processing. In this AT cycle preferential game number lottery processing, as shown in Fig. 44(B), a lottery for the AT cycle preferential game number is performed (step S331), the lottery result is saved in the AT cycle preferential game number counter (step S332), the AT cycle preferential game number lottery processing is terminated and a return is made. With the return from this AT cycle preferential game number lottery processing, the main gaming state number 4 lever processing in Fig. 44(A) is also terminated and a return is made.
[0232] Next, the standby effect processing performed after the section type number management lever processing of FIG. 32 will be described. In this standby effect processing, as shown in FIG. 45, first, it is determined whether or not the section type number is 0 (step S341). If the section type number is not 0, it is determined whether or not the main gaming state number is 3 (step S342). If the main gaming state number is 3, it is further determined whether or not the value of the seven set counter is 1 (step S344). If the value of the seven set counter is 1, it is determined whether or not the seven table number is less than 15 (step S344). If it is less than 15, it proceeds to step S345. If it is 15 or greater, it proceeds to step S347. In step S347, it is determined whether or not the winning re-play condition device number is one of 1 to 12 or 37 to 39. If it is determined that it is not one of these, it proceeds to step S345. If it is determined that it is one of these, it ends the standby effect processing and returns. On the other hand, if the section type number is determined to be 0 in step S341, or if the main gaming state number is not 3 in step S342, the process directly proceeds to step S345.
[0233] In step S345, it is determined whether the lever weight number is 0. If the lever weight number is 0, the process proceeds to step S345. If the lever weight number is not 0, the process waits for a time period corresponding to the lever weight number, stores 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether the standby effect number is 0. If the standby effect number is 0, the process ends the standby effect processing and returns. On the other hand, if the standby effect number is not 0, the process executes a standby effect (step S349), then ends the standby effect processing and returns.
[0234] Upon returning from the end of the standby effect processing, the section type number management lever processing in Fig. 32 also ends, which also ends the internal lottery start processing in Fig. 31(A), and proceeds to step S4 in Fig. 30(B). In this step S4, it is continuously determined whether all reels have stopped, and if all reels have stopped, game medals are paid out (only if a winning combination is achieved) (step S5), and further, count management is performed to perform processing such as updating the number displayed on a display (not shown) that shows the number of game medals won during the AT according to the number of game medals paid out (step S6). Thereafter, the section type number management game end processing is performed (step S7).
[0235] In this section type number management game termination process, as shown in FIG. 46, first, it is determined whether the section type number is 0 or not (step S361). If the section type number is 0, the section type number management game termination process is terminated and the process returns. On the other hand, if the section type number is not 0, 1 is stored in the lever full stop flag (step S362), and cumulative counter processing is performed (step S363). In the cumulative counter processing, as shown in FIG. 47, it is determined whether a replay activation symbol (a symbol corresponding to a replay role) is displayed (step S381), and if it is displayed, the cumulative counter processing is terminated and the process returns. On the other hand, if a replay activation symbol is not displayed, the number of game medals paid out (including 0) is added to the cumulative counter value (step S382), and then 3 is subtracted from the cumulative counter value (step S383), and the cumulative counter processing is terminated and the process returns.
[0236] Upon return from the cumulative counter processing, the process proceeds to step S364 in Fig. 46, where the main gaming state number is determined. Then, depending on the main gaming state number, if the main gaming state number is 0, main gaming state number 0 full stop processing is performed (step S365), if the main gaming state number is 1, main gaming state number 1 full stop processing is performed (step S366), and if the main gaming state number is 2, main gaming state number 2, 5 full stop processing is performed (step S367). Also, if the main gaming state number is 3, main gaming state number 3 full stop processing is performed (step S368), if the main gaming state number is 4, main gaming state number 4 full stop processing is performed (step S369), and if the main gaming state number is 5, main gaming state number 2, 5 full stop processing is performed (step S370). Furthermore, if the main gaming state number is 6, main gaming state number 6 full stop processing is performed (step S371), and if the main gaming state number is 7, main gaming state number 7 full stop processing is performed (step S372).
[0237] In the main gaming state number 0 full stop processing in step S365 of FIG. 46, as shown in FIG. 48, first, it is determined whether the AT win flag is 0 (step S391). Here, if the AT win flag is 0, it is determined whether the condition device group A number is 1 (step S392). If the condition device group A number is 1, it is further determined whether BB is not established (step S392). Then, if BB is not established, 6 is saved in the main gaming state number (step S394), the main gaming state number 0 full stop processing is terminated and the process returns. On the other hand, if the condition device group A number is not 1 as determined in the above step S392, or if BB is established as determined in the above step S393, 0 is saved in the main gaming state number (step S396), the main gaming state number 0 full stop processing is terminated and the process returns. Also, if the AT win flag is not 0 as determined in the above step S391, the process proceeds to step S396, where it is determined whether the condition device group A number is 1. Here, if the condition device group A number is not 1, 2 is saved in the main game state number (step S398), the main game state number 0 full stop processing is terminated, and the process returns. On the other hand, if the condition device group A number is 1, the process proceeds to step S397, and the game termination processing at the time of AT entry is performed.
[0238] In this game termination process when AT is entered, as shown in Fig. 49, 0 is stored in the chance mode number (step S401), 0 is stored in the chance game number counter (step S402), and 0 is stored in the chance cycle counter (step S403). After that, 0 is stored in the EX mode number (step S404), 0 is stored in the AT cycle counter (step S405), and 0 is stored in the lottery completed flag (step S406). Furthermore, 3 is stored in the main game state number (step S407), and the advantageous zone lamp is turned on (step S408).
[0239] Next, as shown in FIG. 50, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the upper line within the display window W (step S409). If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S412. In step S412, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the active line 29 within the display window W. If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S413. In step S413, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the lower line within the display window W. If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S414. In step S414, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the downward sloping right line within the display window W. If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S415. In step S415, it is determined whether or not three "red seven" symbols are displayed stopped in a line sloping upward to the right in the display window W. If they are, the process proceeds to step S410; if they are not, the process proceeds to step S416.
[0240] If the process proceeds to step S410 (when three "Red Seven" symbols are displayed stopped in a line in the display window W), 1 is stored in the wait number when all symbols are stopped, and 0 is stored in the standby effect number (step S411), and the process proceeds to step S418 in Figure 49. On the other hand, if the process proceeds to step S416 (when three "Red Seven" symbols are not displayed stopped in a line in the display window W), 0 is stored in the wait number when all symbols are stopped, and 1 is stored in the standby effect number (step S417), and the process proceeds to step S418 in Figure 49. In step S418, it is determined whether the Seven number is 2. Here, if the Seven number is not 2, the game termination process when the AT starts is terminated and the process returns, and if the Seven number is 2, 2 is added to the standby effect number (step S419), and the game termination process when the AT starts is terminated and the process returns. When the AT is entered, the game termination process is returned to, and the main game state number 0 full stop process in Figure 48 is also terminated and a return is made.
[0241] In the main game state number 1 full stop processing in step S366 of FIG. 46, as shown in FIG. 51(A), the chance game number counter is decremented by 1 (step S431), and it is determined whether or not the game is a BB operation end game (a game in which the operation of the BB game ends) (step S432). Here, if it is not a BB operation end game, the process proceeds directly to step S435. If it is a BB operation end game, 0 is saved in the chance game number counter (step S433), and the chance cycle counter is decremented by 1 (step S434), and then the process proceeds to step S435. In step S435, it is determined whether or not the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether or not the value of the chance game number counter is 0 (step S436), and if the value of the chance game number counter is 0, it is further determined whether or not the value of the chance cycle counter is 0 (step S437). Here, if the value of the chance cycle counter is 0, a chance mode 3 lottery is performed (step S438), and furthermore, a chance mode number determination process is performed (step S439).
[0242] Next, it is determined whether the chance mode number is 4 (step S441). Here, if the chance mode number is not 4, 1 is stored in the advantageous zone counter (step S441), the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the chance mode number is 4, the AT winning processing is performed (step S445), and then 2 is stored in the main gaming state number (step S448), the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the value of the chance game number counter is not 0 as determined in the above step S436, or if the value of the chance cycle counter is not 0 as determined in the above step S437, the process proceeds to step S442, where it is determined whether the type 1 BB winning flag is 0. Here, if the type 1 BB winning flag is 0, the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, it is determined whether or not the Type 1 BB operating symbol is not displayed (step S443), and if the Type 1 BB operating symbol is not displayed, 6 is saved in the main game state number (step S444), and if the Type 1 BB operating symbol is not displayed, the main game state number 1 full stop processing is terminated and the process returns.
[0243] Also, if the AT winning flag is not 0 in the judgment of step S435 above, proceed to step S446 and judge whether the Type 1 BB winning flag is 0 or not. Here, if the Type 1 BB winning flag is 0, save 2 in the main game state number (step S448), end the main game state number 1 full stop processing and return. On the other hand, if the Type 1 BB winning flag is not 0, perform game end processing when entering AT (step S447), and then end the main game state number 1 full stop processing and return.
[0244] In the main game state number 2,5 full stop processing in step S367 of Figure 46, as shown in Figure 51 (B), it is determined whether the Type 1 BB winning flag is 0 or not (step S421), and if the Type 1 BB winning flag is 0, it remains as is, and if the Type 1 BB winning flag is not 0, it performs game termination processing when AT is entered (step S422), then terminates the main game state number 2,5 full stop processing and returns.
[0245] In the main gaming state number 3 full stop processing in step S368 of Fig. 46, as shown in Fig. 52, first, it is determined whether or not the value of the bell count counter is 0 (step S451). Here, if the value of the bell count counter is not 0, the main gaming state number 3 full stop processing is ended and returned, and if the value of the bell count counter is 0, the process proceeds to step S452 to determine whether or not the seven number is 1. Here, if the seven number is 1, the process proceeds to step S452 to determine whether or not the value of the seven counter is 0, and if the value of the seven counter is 0, the process proceeds to step S454 to determine whether or not the value of the cumulative counter is smaller than 2001. Here, if the value of the cumulative counter is smaller than 2001, it is determined whether or not the value of the reach flag is 0 (step S455), and if the value of the reach flag is 0, an AT mode rewrite lottery is performed (step S456). Next, it is determined whether the lottery result is 0 or not (step S457), and if the lottery result is 0, the process proceeds directly to step S459, and if the lottery result is not 0, the lottery result is saved in the AT mode number (step S458) before proceeding to step S459.
[0246] In step S459, an AT cycle lottery is performed, and the lottery result is stored in the AT cycle counter (step S460). Furthermore, a Seven Table 1 lottery is performed (step S462), and the lottery result is stored in the Seven Table Number (step S463). Next, an AT cycle preferential game number lottery process is performed (step S464), and then 0 is stored in the AT win flag (step S465), 0 is stored in the Seven Number (step S466), and 0 is stored in the Seven Counter (step S467). Next, 0 is stored in the Gold Seven Counter (step S468), 0 is stored in the Seven Set Counter (step S469), and 0 is stored in the Loop Number (step S470). Next, 0 is stored in the CU Rank Number (step S471), 0 is stored in the Attainment Flag (step S472), and 0 is stored in the Add-On Mode Number (step S473). Furthermore, 0 is stored in the bell count counter (step S474), and 0 is stored in the total win counter (step S475). Then, 7 is stored in the main game state number (step S476), and 2 is stored in the wait number when all the symbols are stopped (step S477). The main game state number 3 all-stop processing ends and returns.
[0247] On the other hand, if the seven number is not 1 as determined in step S452 above, or if the seven counter is not 0 as determined in step S453 above, the process proceeds to step S481 in FIG. 53, where it is determined whether the value of the seven set counter is 7. If the value of the seven set counter is not 7, the process proceeds directly to step S484. If the value of the seven set counter is 7, 15 is stored in the seven table number (step S482), and 0 is stored in the seven set counter (step S483), and then the process proceeds to step S484. In step S484, a loop CU rank set process is performed, and then it is determined whether the seven number is 1 (step S485). If the seven number is not 1, it is determined whether the value of the gold seven counter is 0 (step S487), and 1 is stored in the seven number (step S488), and then the process proceeds to step S489. On the other hand, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and then the process proceeds to step S489.
[0248] In step S489, it is determined whether the value of the Seven Counter is 0, and if the value of the Seven Counter is 0, it is determined whether the Arrival Flag is 0 (step S490). If the Arrival Flag is 0, a Seven Loop lottery process (step S491) and an Arrival Flag process (step S492) are performed, and then the process proceeds to step S493. On the other hand, if the determination in step S489 above shows that the value of the Seven Counter is not 0, or if the determination in step S490 above shows that the Arrival Flag is not 0, the process proceeds directly to step S493. If the determination in step S487 above shows that the value of the Gold Seven Counter is not 0, the process proceeds to step S495, where it is determined whether the value of the Gold Seven Counter is 3. If the value of the Gold Seven Counter is not 3, the process proceeds directly to step S497. If the value of the Gold Seven Counter is 3, 3 is saved as the standby effect number (step S496), and then the process proceeds to step S497. In step S497, the value of the Gold Seven counter is decremented by 1, and a Gold Seven loop lottery process is executed (step S498), and then the process proceeds to step S493.
[0249] In step S493, a lottery for an additional mode is conducted, and the result of the lottery is saved in the additional mode number (step S494). After that, the process proceeds to step S501 in Fig. 54, where correction counter processing is performed. Next, a lottery for switching the number of bells is conducted (step S502), and it is determined whether the result of the lottery is 0 (step S503). Here, if the result of the number of bells switching lottery is 0, a lottery for number of bells 2 is conducted (step S504), and the result of the lottery is saved in the number of bells counter (step S505), and the process proceeds to step S508. If the result of the number of bells switching lottery is not 0, a lottery for number of bells 3 is conducted (step S506), and the result of the lottery is saved in the number of bells counter (step S507), and the process proceeds to step S508.
[0250] In step S508, bell count counter correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is stored in the lever wait number (step S510), and it is determined whether the standby effect number is 0 or not (step S511). If the standby effect number is 0, 1 is stored in the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, if the standby effect number is not 0, the process proceeds directly to step S477. Then, 2 is stored in the wait number when the game is stopped, and the main game state number 3 standby process is completed and the process returns.
[0251] In the main game state number 4 full stop processing in step S369 of FIG. 46, as shown in FIG. 55, the value of the AT cycle preferential game number counter is subtracted by 1 (step S521), and it is determined whether the game is a BB operation end game or not (step S522). Here, if the game is not a BB operation end game, the process proceeds directly to step S525. If the game is a BB operation end game, 0 is stored in the AT cycle preferential game number counter (step S523), and the value of the AT cycle counter is further subtracted by 1 (step S524), and then the process proceeds to step S525. In step S525, it is determined whether the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526), and if the value of the AT cycle counter is also 0, a draw 2 is performed (step S527). Then, it is determined whether the lottery result is 0 or not (step S528), and if the lottery result is 0, 1 is stored in the advantageous zone clear counter (step S529), and the main game state number 4 full stop processing is terminated and returned.
[0252] On the other hand, if the value of the AT cycle counter is not 0 in the judgment of step S526 above, the process proceeds to step S534, where it is judged whether or not the Type 1 BB win relevant flag is 0. Here, if the Type 1 BB win relevant flag is 0, the process ends the main game state number 4 full stop processing and returns. In contrast, if the Type 1 BB win relevant flag is not 0, the process proceeds to step S535, where it is judged whether or not BB is not established. Then, if BB is not established, the process ends the main game state number 4 full stop processing and returns, and if BB is established, 7 is saved in the main game state number (step S536), and then the process ends the main game state number 4 full stop processing and returns.
[0253] Also, if the AT winning flag is not 0 as determined in step S525 above, the process proceeds to step S531, where it is determined whether the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is not 0, the process proceeds to step S532, where game termination processing is performed when AT is entered, the main game state number 4 full stop processing is terminated, and the process returns. On the other hand, if the Type 1 BB winning flag is 0, the process proceeds to step S533, where 5 is saved in the main game state number, and then the main game state number 4 full stop processing is terminated and the process returns. Furthermore, if the result of the pullback 2 lottery is not 0 as determined in step S528 above, the process proceeds to step S530, where AT winning processing is performed, and then 5 is saved in the main game state number (step S533), and then the main game state number 4 full stop processing is terminated and the process returns.
[0254] In the main gaming state number 6 total stop processing in step S371 of Fig. 46, as shown in Fig. 56(A), it is determined whether or not BB is established (step S541). If BB is not established, the main gaming state number 6 total stop processing is terminated and the process returns, and if BB is established, 1 is saved in the main gaming state number (step S542), and then the main gaming state number 6 total stop processing is terminated and the process returns.
[0255] In the main gaming state number 7 total stop processing in step S372 of Fig. 46, as shown in Fig. 56(B), it is determined whether or not BB is established (step S551). If BB is not established, the main gaming state number 7 total stop processing is terminated and the process returns, and if BB is established, 4 is saved in the main gaming state number (step S552), and then the main gaming state number 6 total stop processing is terminated and the process returns.
[0256] After executing any of the full stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 in Figure 46, the process proceeds to step S373 in Figure 46. Here, 0 is saved in the instruction number, the section type number management game termination process is terminated, and a return is made. Upon return from the section type number management game termination process, the process proceeds to step S8 in Figure 30(B), and advantageous zone clear counter management processing is performed.
[0257] In the advantageous zone clear counter management process, as shown in FIG. 57, the value of the advantageous zone clear counter is decremented by 1 (step S561), and it is determined whether the value of the advantageous zone clear counter is 0 since before the current decrement (step S562). If the value of the advantageous zone clear counter is not 0 before the current decrement, the process proceeds to step S565, where it is determined whether the value of the advantageous zone clear counter has become 0 as a result of the current decrement. If the value of the advantageous zone clear counter has become 0 as a result of the current decrement, the process proceeds directly to step S566. On the other hand, if the value of the advantageous zone clear counter is not 0 after the current decrement, the process proceeds to step S567, where it is determined whether a replay activation symbol has been displayed in the game. If a replay activation symbol has been displayed in the game, the process proceeds directly to step S569. If not, the process adds a value obtained by subtracting the number of bets from the number of game medals paid out in the game to the net increase counter (step S568), and then proceeds to step S569.
[0258] In step S569, it is determined whether the value of the net increase counter is 2401 or greater, and if the value of the net increase counter is below 2401, the process proceeds to step S566; if the value is 2401 or greater, the process terminates the advantageous zone clear counter management process and returns. In step S566, 0 is stored in all memory areas that store data values that affect the performance of the instruction function, and the process proceeds to step S563. On the other hand, if the determination in step S562 above is that the value of the advantageous zone clear counter is 0 before the current subtraction, the process proceeds directly to step S563. In step S563, it is determined whether the zone type number is 0, and if the zone type number is 0, the process terminates the advantageous zone clear counter management process and returns. On the other hand, if the zone type number is not 0, 1500 is stored in the advantageous zone clear counter (step S564), and then the process terminates the advantageous zone clear counter management process and returns.
[0259] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to FIG. 58. In this embodiment, the timer interrupt process is executed every predetermined time (e.g., 2.235 milliseconds) to read each game operation signal output in response to a game operation such as a bet operation performed by a player, detect (check) the signal level, send each control command, and control the drive of the reels. As shown in FIG. 58, this timer interrupt process first performs interrupt initialization processing (saving registers, prohibiting interrupts, etc.) (step MT11), and then determines whether a power outage has been detected (step MT12). If a power outage is detected, power outage processing is executed (step MT25). The power outage process involves saving registers, saving stack pointers, saving interrupt states, etc. In addition, the process also involves retaining information about the winning combination results and game state (including information about ATs) stored in a predetermined memory area, calculating and storing checksums, and other processes.
[0260] On the other hand, if a power outage is not detected, the interrupt counter value is updated (decremented by "1") (step MT13), and then a timer measurement is performed (step MT14). This timer measurement involves subtracting or adding to the timer value of any timer set in the game progress control process described above. Next, the input port is read (step MT15). This input port reading involves reading and storing the signal levels of each game operation signal input to the input port, determining the signal levels, etc.
[0261] Next, reel drive control processing is performed to control the drive of the reels 3a to 3c (e.g., acceleration, deceleration, constant speed maintenance, stopped maintenance, etc.) (step MT16). This reel drive control processing updates the reel drive pulse output counter value, which indicates the timing for switching the stepping motor's output phase (excitation phase), depending on the reel drive state (stopped, reel rotation standby, accelerating, constant speed, decelerating, etc.), and acquires, updates, and outputs reel drive pulse data for driving the stepping motor. In the next step MT17, it is determined whether the reel drive control processing has been performed for all reels. If not, the process returns to step MT16 and performs the reel drive control processing again. On the other hand, if the reel drive control processing has been performed for all reels, port output processing is performed to output excitation to the reels, hoppers, blockers, etc. (step MT18), and then control command transmission processing is performed to transmit the control commands stored in the control command buffer (CB) (step MT19).
[0262] Next, the process proceeds to step MT20, where the outer end signal (external signal) data stored in a predetermined memory area is read out and the outer end signal is output. Next, an LED display is performed to cause the above-mentioned display lamp to display a predetermined display (step MT21). In this LED display, for example, the payout number display lamp 46j displays the following: That is, if no error (excluding E-system errors) has occurred, the payout number "0-9" is displayed based on the number of game medals paid out, or a numerical value "1-6" is displayed based on a set value. Furthermore, when announcing the push order, the display mode of the instruction number "=1" to "=6" is displayed. Furthermore, if an error (excluding E-system errors) has occurred, an error display is performed based on the value of the error number.
[0263] Next, the process proceeds to step MT22, where error management is performed. In this error management, an error check is first performed. In this error check, a determination is made as to whether an H0 error, a CE error, a CP error, a CH error, a C0 error, a C1 error, an E6 error, or an E7 error has occurred. Furthermore, if an E6 or E7 error occurs, an error is displayed on the payout number indicator lamp 46j, and game execution is stopped. If an E-system error occurs, error recovery is possible by executing the above-mentioned setting change process. After this error check, if an error occurs, an output request set process is performed when an error is detected to send error information to the sub-control means 200. After this error management process is performed, a process is performed to update the random numbers used for determining winning combinations, etc. (step MT23), and then an interrupt recovery process (register recovery, interrupt permission, etc.) is performed (step MT24), resulting in an interrupt return.
[0264] [Second embodiment] The slot machine according to the second embodiment (hereinafter also referred to as the "slot machine of the second embodiment") will be described below with additional reference to FIGS. 59 to 71. First, the basic configuration of the slot machine of the second embodiment will be described below with reference to FIGS. 59 to 61. In this description, the directions indicated by the arrows in FIG. 60 will be described as the up-down direction, the front-back direction, and the left-right direction, respectively. Note that the slot machine of the second embodiment has a basic configuration that is common to or similar to the slot machine 1 of the first embodiment described above, and therefore some of the description thereof will be omitted. Furthermore, the control processes such as the winning combination determination process and the reel control process described in the slot machine 1 can be applied to the slot machine of the second embodiment in the same manner or with some modifications to the process contents.
[0265] <External configuration of slot machine> 59 to 61, the slot machine 301 according to this embodiment includes a box-shaped cabinet 305 (main body member) that is open at the front (forward), and a front door 302 that is attached so as to be able to open and close at the front opening of the cabinet 305. The front door 302 is attached so as to be able to open and close sideways at the front opening of the cabinet 305 using hinge mechanisms 306a to 306c that are arranged at the front of a left side plate 305a of the cabinet 305 when viewed from the front.
[0266] As shown in Figures 59 and 60, an upper panel assembly 310, a middle panel assembly 320, a lower panel assembly 330, and a tray assembly 340 are attached to the front of the front door 302, in that order from top to bottom. A display screen 311a of a liquid crystal display device 311 disposed on the back side of the upper panel assembly 310 is disposed in the center of the upper panel assembly 310 so as to face forward, and a first performance lamp 312 and second performance lamps 313a and 313b are disposed around the periphery. In addition, a pair of upper speakers 315a and 315b are disposed on the left and right sides of the front lower side of the display screen 311a, and a decorative member 316 with a predetermined decoration is disposed in the center of the front lower side of the display screen 311a.
[0267] A reel window W is provided in the center of the middle panel assembly 320, overlooking the surfaces of three reels 303a, 303b, and 303c arranged side by side inside the housing 305. Attached to the upper surface of an operation panel 321 provided below the reel window W are a medal insertion slot 322 for inserting game medals (game media), a BET switch unit 323 for betting game medals within a credited range, and an effect switch unit 324 for performing effects-related operations. Attached to the front of the operation panel 321 are a start lever (start switch) 325 operated to start the rotation of all reels 303a to 303c, three stop switches 326a, 326b, and 326c for individually stopping the rotation of each reel 303a, 303b, and 303c, and a reject switch 327 for returning game medals inserted through the medal insertion slot 322 and remaining therein.
[0268] The interior of the medal insertion port 322 branches into an acceptance passage (leading to a hopper 351 described below) through which inserted game medals pass if they are validly accepted, and a return passage (leading to a medal payout outlet 341 described below) through which inserted game medals pass if they are not accepted, and a blocker is provided at the branching point. This blocker is configured to selectively open one of the acceptance passage and the return passage and close the other so that it guides game medals inserted into the medal insertion port 322 to the acceptance passage during the period when inserted game medals are validly accepted, and guides game medals inserted into the medal insertion port 322 to the return passage during other periods.
[0269] Furthermore, inside the medal insertion port 322, two medal insertion sensors are provided for detecting game medals that have been inserted into the medal insertion port 322 and validly accepted, and a medal passage sensor is provided for monitoring the game medals inserted into the medal insertion port 322. The first medal insertion sensor is a transmission-type optical sensor that can detect game medals, and is located downstream of the position where the blocker is installed (closer to the hopper 351, described below). The second medal insertion sensor is also a transmission-type optical sensor that can detect game medals, and is located next to the downstream side of the first medal insertion sensor. The medal passage sensor is a contact-type sensor that can detect game medals, and is located downstream of the position where the blocker is installed and closest to the medal insertion port 322 (upstream of the two medal insertion sensors).
[0270] If the first and second medal insertion sensors detect the passage of game medals in this order, it means that the game medals have been inserted into the medal insertion port 322 and that the inserted game medals have been validly accepted. On the other hand, if the first and second medal insertion sensors detect the passage of game medals in the reverse order (second, first), it means that an abnormal passage has occurred, such as the game medals flowing backward. Also, if the medal passage sensor (or at least one of the two medal insertion sensors) continues to detect game medals for more than a predetermined time, it means that an abnormality has occurred, such as the game medals being stuck in the acceptance passage or a foreign object (such as a tool for committing fraud) being inserted into the acceptance passage from the medal insertion port 322.
[0271] The reel window W is configured so that when all three reels 303a to 303c have stopped, three symbols per reel, for a total of nine symbols, are displayed so as to be visible to the player. A pay line 329 that connects the symbol display areas in the middle of each of the reels 303a to 303c horizontally (in a straight line) is activated when a specified number of game medals are bet, and the presence or absence of a game combination is determined by the symbol combination that is stopped and displayed on the activated pay line 329.
[0272] The slot machine 301 is also provided with various indicator lamps, such as LED lamps. In this embodiment, the indicator lamps include a MAX-BET switch indicator lamp (not shown), a BET number indicator lamp 346b, an insert possible indicator (INSERT) lamp 346c, a game start indicator (START) lamp 346d, a replay indicator (REPLAY) lamp 346e, a status indicator (GAME OVER) lamp 346f, a credit number indicator (CREDIT) lamp 346h, and a payout number indicator (PAYOUT) lamp 346j. These indicator lamps are configured to be controlled by a main control board 410, which will be described later.
[0273] The MAX-BET switch indicator lamp (not shown) is lit when a bet of game medals is possible, and is arranged inside the MAX-BET switch (not shown) provided in the BET switch unit 323. When lit, it lights up the MAX-BET switch partially or entirely. Other indicator lamps are arranged on the sides or below the reel window W in the middle panel assembly 320.
[0274] The bet number indicator lamp 346b displays the number of gaming medals bet, and is composed of a 1-bet indicator lamp 346bC that lights up when one gaming medal is bet, a 2-bet indicator lamp 346bB that lights up when two gaming medals are bet, and a 3-bet indicator lamp 346bA that lights up when three gaming medals are bet. The insert possible indicator lamp 346c lights up when gaming medals can be inserted, and the game start indicator lamp 346d lights up when a game can be started by operating the start lever 325. The replay indicator lamp 346e lights up when a replay role is achieved in any game and gaming medals are automatically bet by the automatic bet process.
[0275] The status display lamp 346f is lit when the betted game medals and / or the stored game medals are settled. The stored number display lamp 346h is a 7-segment display that indicates the number of stored (credited) game medals, and the payout number display lamp 346j is a 7-segment display that indicates the number of game medals that will be paid out when a minor winning combination (a game combination that is configured to pay out a predetermined number of game medals when it is achieved) is achieved.
[0276] The payout number display lamp 346j is also configured to display letters (alphabet) or numbers indicating the type of error when some abnormality (error) occurs in the slot machine 301. Furthermore, the payout number display lamp 346j also has a function to display a navigation number (symbols or numbers) indicating the operation order (press order) of the stop switches 326a to 326c.
[0277] A transparent lower panel cover 331 is attached to the center of lower panel assembly 330, and a pair of lower speakers 332a, 332b are arranged on the left and right sides of the transparent lower panel cover 331. A translucent lower panel base with a predetermined design and a lower panel illumination lamp (neither of which are shown) are attached to the back side of lower panel cover 331, and when the lower panel illumination lamp is turned on, the design on the lower panel base is illuminated from behind.
[0278] The tray assembly 340 is provided with a game medal payout outlet 341 for paying out game medals, and is also provided with a game medal storage tray 342 for storing game medals, facing the game medal payout outlet 341. An ashtray 643 is provided on the left side of the game medal storage tray 342.
[0279] <Internal structure of a slot machine> As shown in FIG. 61, a medal payout device 350 is provided in the lower part of the cabinet 305 (above the bottom plate 305d) to pay out game medals acquired when a predetermined winning mode is achieved as a result of playing a game. The medal payout device 350 has a medal detection unit (not shown) for detecting game medals and a hopper 351 for physically storing (accumulating) game medals that have been inserted and validly accepted. An auxiliary storage 353 for storing game medals that have overflowed from the hopper 351 is provided near the medal payout device 350, and a fullness detection unit (not shown) for detecting whether the auxiliary storage 353 is full (a state in which game medals may overflow from the auxiliary storage 353) is also provided. A power supply device 355 is provided to the left of the medal payout device 350 to supply power to various devices installed in the slot machine 301.
[0280] A middle plate 305f is provided in the center of the housing 305, spanning the left and right side plates 305a and 305b, and a reel unit 360 is provided on the middle plate 305f. The reel unit 360 includes the three reels 303a, 303b, and 303c described above, and three stepping motors (not shown) for rotating the reels 303a to 303c, respectively. Each of the reels 303a to 303c is made of a translucent material, and a translucent reel tape bearing a variety of designs is attached to its outer periphery. Furthermore, a back lamp (not shown) is provided on the inner surface of each of the reels 303a to 303c.
[0281] A main control device 400 is provided at the top of the cabinet 305 (on the upper inner surface of the back panel 305e), and performs primary control related to the progress of the game (including drive control of the reels 303a-303c and processing to determine winning combinations, etc.). A sub-control device (not shown), which performs various effects control (such as image display control by the liquid crystal display device 311 and sound generation control by upper speakers 315a, 315b) to enhance the enjoyment of the game depending on the game situation, is provided on the rear surface of the front door 302. The sub-control device is equipped with a sub-control board (not shown). The main control device 400 and the sub-control device are electrically connected using a cable harness, and information can be transmitted between these devices in only one direction, from the main control device 400 to the sub-control device.
[0282] <Main control unit configuration> Next, the configuration of main control device 400 according to this embodiment will be described with reference to Figs. 62 to 70. As shown in Figs. 64 to 66, main control device 400 is configured to have main control board 710 and main board case 510 that houses main control board 410. As shown in Fig. 65, main control board 410 is configured to have control chip 421, information display lamp 456, multiple electrical connectors such as main board side connector 461, and printed circuit board 411 on which these are mounted. Details of main control board 410 will be described later.
[0283] As shown in FIGS. 64 to 66, main board case 510 has case body 511 and case lid 521, and is configured to be able to store main control board 410 inside the case formed by joining case body 511 and case lid 521. As shown in FIG. 65, case body 511 is formed from a transparent resin material in a generally rectangular box shape that opens forward, and multiple coupling grooves 512 are formed in each of the upper and lower wall portions. This coupling groove 512 is an L-shaped groove consisting of an insertion groove portion that opens forward and a locking groove portion that extends rightward from the rear of the insertion groove. Case lid 521 is formed from a transparent resin material in a generally rectangular box shape that opens rearward, and multiple engagement protrusions (not shown) are formed on the inner surfaces of the upper and lower wall portions at positions corresponding to the coupling grooves 512. This engagement protrusion is inserted from the front into the insertion groove of the coupling groove 512 of the case body 511, and the case lid 521 is slid to the right relative to the case body 511 to insert the engagement protrusion into the locking groove of the coupling groove 512, thereby restricting the movement of the case lid 521 in the forward / backward, up / down and rightward directions relative to the case body 511, and the case body 511 and the case lid 521 are configured to be coupled together.
[0284] As shown in Figures 65 and 67, the right side of the case body 511 is formed with a body-side coupling portion 513 and a first body-side sealing portion 514 to which a sealing cover 541 is attached. A lid crimping member (not shown) having a locking claw is attached inside the body-side coupling portion 513. Two case mounting protrusions 819 protruding to the right are formed on the right side surface of the first body-side sealing portion 514. The left side of the case body 511 is formed with a body-side temporary engaging portion 515 that can engage with a used body crimping member 640 (see Figure 68) when recovering the main board case 510. A second body-side sealing portion 516 is formed at the bottom of the case body 511. A board support protrusion 517 is formed on the left front side of the case body 511 to support the main control board 410 so as not to bend.
[0285] 64 and 65, on the right side of case lid 521, when case body 511 and case lid 521 are joined as described above, lid-side coupling portion 523 is formed which is coupled with body-side coupling portion 513 of case body 511, and first lid-side sealing portion 524 which is coupled with first body-side sealing portion 514 of case body 511. When body-side coupling portion 513 and lid-side coupling portion 523 are joined, a locking claw of a lid crimping member (not shown) attached within body-side coupling portion 513 is inserted into a locking groove within lid-side coupling portion 523, thereby restricting sliding movement of case lid 521 to the left relative to case body 511 (in the direction in which case lid 521 is removed), and case lid 521 is fixed so that it cannot be removed from case body 511. Furthermore, a sealing sticker 542 is affixed across the first body-side sealing portion 514 and the first lid-side sealing portion 524, and a sealing cover 541 is configured to be attached by sliding it from the right to the first body-side sealing portion 514 and the first lid-side sealing portion 524 so as to cover the sealing sticker 542. After the sealing cover 541 is attached to the first body-side sealing portion 514 and the first lid-side sealing portion 524, a cutter member 543 is attached to the sealing cover 541 so that the cutting portion of the cutter member 543 is positioned inside the sealing cover 541. Therefore, when the sealing cover 541 is slid leftward to be removed, the sealing sticker 542 is cut by the cutting portion of the cutter member 543.
[0286] A cover portion 525 is formed on the left side of case lid 521. When case body 511 and case lid 521 are joined as described above, cover portion 525 receives and covers body-side temporary engagement portion 515 of case body 511. An upper portion of cover portion 525 is formed with upper-case fixing portion 525a that can be engaged with body crimping member 640 (see FIG. 68) described below and can also face crimping-type member 645 (see FIG. 68) described below. A lower portion of cover portion 525 is formed with lower-case fixing portion 525b that can face crimping-type member 645 and can also engage with body crimping member 640. A middle portion of cover portion 525 is formed with lid-side temporary engagement portion 525c that can engage with a used body crimping member 640 while overlapping body-side temporary engagement portion 515 of case body 511.
[0287] A Nylatch-type upper temporary fastener 538a is formed at the upper left end of the case lid 521, which can be inserted into an upper temporary fastening hole 648a (see FIG. 68) of a bracket member 630, which will be described later. A Nylatch-type lower temporary fastener 538b is formed at the lower left end of the case lid 521, which can be inserted into a lower temporary fastening hole 648b (see FIG. 68) of the bracket member 630. A second lid-side seal 526 is formed at the bottom of the case lid 521, which is connected to the second body-side seal 516 of the case body 511. When the second body-side seal 516 and the second lid-side seal 526 are connected, a laser device or the like is used to print across the second body-side seal 516 and the second lid-side seal 526, thereby sealing the main board case 510.
[0288] A left-side connector exposing portion 527 that penetrates from front to back is formed on the left side of the front surface of case lid 521 to expose, to the front, main board side connector 461 of main control board 410 housed inside the case. A cable connector 492 provided at one end of front door cable harness 491 can be fitted and connected to main board side connector 461 exposed via left-side connector exposing portion 527 (see FIG. 62).
[0289] Connector cover 546, which covers left-side connector exposed portion 527 from the front, is attached to case lid 521. A groove-shaped first cover crimping attachment portion 529 is formed in the front surface of case lid 521, and first cover crimping member 528, which has a locking claw, can be attached by sliding it from above into first cover crimping attachment portion 529. When connector cover 546 is attached to case lid 521, first cover crimping member 528 attached to first cover crimping attachment portion 529 is positioned inside connector cover 546, and the locking claw of first cover crimping member 528 is inserted into the locking groove in connector cover 546. Therefore, connector cover 546 is fixed so that it cannot be removed from case lid 521 unless connector cover 546 is destroyed to release the locking state with first cover crimping member 528.
[0290] The lower front side of the case lid 521 is formed with first to fourth lower connector exposing portions 531 to 534 that penetrate forward and rearward to expose the reel connector 462, the sub-board connector 463, the setting change device connector 464, and the collator connector 465 of the main control board 410 housed inside the case. The reel connector 462 exposed through the first lower connector exposing portion 531 is adapted to be mated with a connector of a cable harness (not shown) electrically connected to the reel control board (not shown). The sub-board connector 463 exposed through the second lower connector exposing portion 532 is adapted to be mated with a connector of a cable harness (not shown) electrically connected to the sub-control board (not shown). The setting change device connector 464 exposed through the third lower connector exposing portion 533 is adapted to be mated with a connector of a cable harness (not shown) electrically connected to the setting change device 650. The connector 465 for the collator exposed through the fourth lower connector exposure portion 534 can be fitted and connected to a connector of a cable harness (not shown) electrically connected to the collator (not shown).
[0291] A sticker attachment section 535 onto which a crimping usage record sticker 548 is attached is formed in the center of the front surface of case lid 521. Sticker attachment section 535 is formed in a rectangular recessed shape that matches the outer periphery of crimping usage record sticker 548. Crimping usage record sticker 548 is formed in the shape of a transparent sheet on which letters or figures are printed for recording the date when main board case 510 was sealed, etc. (hereinafter referred to as crimping usage record).
[0292] A recess 537 is formed on the inside of the case lid 521 at a portion of the case lid 521 that overlaps with the information display lamp 456 of the main control board 410. As shown in FIGS. 64 to 66, the recess 537 has a bottom 537e that is lower than the ceiling of the case lid 521, and an upper wall 537a, a lower wall 537b, a left wall 537c, and a right wall 537d that surround the front side of the bottom 537e from above, below, left, and right. The bottom 537e is formed in the shape of a flat plate that overlaps with the information display lamp 456 and extends substantially parallel to it near the front of the information display lamp 456. The upper wall 537a, the lower wall 537b, and the left wall 537c are formed in the shape of walls that extend in the front-to-rear direction. Of the top, bottom, left and right walls 537a to 537d, the right wall 537d located farther from the hinge mechanisms 306a to 306c is formed in a wall shape that slopes to the right (farther from the hinge mechanisms 306a to 306c) as it extends forward.
[0293] As shown in FIG. 62, main board case 510, which houses main control board 410 inside the case, is attached to the upper part of housing 305 (the upper inner surface of back panel 305e) via board case attachment mechanism 600. As shown in FIGS. 68 and 69, board case attachment mechanism 600 is configured to include a left base member 610 attached to the upper left part of back panel 305e, a right base member 620 attached to the upper right part of back panel 305e, and a bracket member 630 attached to left base member 610 so as to be swingable in the front-to-rear direction. Main board case 510 is attached to the inside of bracket member 630 facing forward. The left end of bracket member 630 is connected to left base member 610 so as to be swingable in the front-to-rear direction. Meanwhile, the right end of bracket member 630 is configured to be fixed to right base member 620 using lock member 660. As a result, main board case 510 is swingably attached to the upper part of housing 305 via board case attachment mechanism 600.
[0294] The left-side base member 610 is formed in a block shape extending in the vertical direction and is attached to the upper left side of the back plate 305e of the housing 305 (near the lower side of the top plate 305c) using a mounting screw (not shown). The left-side base member 610 is formed with three base-side engaging portions 611, 612, and 613 aligned in the vertical direction, each having a hinge hole engageable with a bracket-side engaging portion 631, 632, and 633 of the bracket member 630. The right-side base member 620 is formed in a block shape extending in the vertical direction and is attached to the upper right side of the back plate 305e of the housing 305 (near the lower side of the top plate 305c) using a mounting screw (not shown). The right-side base member 620 is configured to be engageable with a locking protrusion (not shown) provided on the right side of the rear surface of the bracket member 630.
[0295] The bracket member 630 is formed using a transparent resin material in a generally rectangular box shape that is open forward, and is configured so that the main board case 510 is attached to the internal space thereof to support the main board case 510. Three bracket-side engaging portions 631, 632, and 633, each having a hinge shaft that is rotatably engageable with the base-side engaging portions 611, 612, and 613 of the left base member 610, are formed side by side in the vertical direction on the outer surface of the left wall of the bracket member 630. As a result, the left end portion of the bracket member 630 is coupled to the left base member 610 so as to be swingable in the front-to-rear direction with the base-side engaging portions 611, 612, and 613 engaged with the bracket-side engaging portions 631, 632, and 633.
[0296] Upper and lower case crimping attachment portions 634, 635 are formed adjacent to the left wall within bracket member 630, to which main body crimping member 640 and crimping-type member 645 are attached. Main body crimping member 640 (or crimping-type member 645) having a locking claw is inserted and attached through an opening formed on the right side of upper case crimping attachment portion 634. Crimping-type member 645 (or main body crimping member 640) without a locking claw is inserted and attached through an opening formed on the right side of lower case crimping attachment portion 635.
[0297] An upper temporary fixing hole 648a into which an upper temporary fixing device 538a of the main board case 510 (case lid 521) can be inserted is formed at the upper left end portion inside the bracket member 630. A lower temporary fixing hole 648b into which a lower temporary fixing device 538b of the main board case 510 (case lid 521) can be inserted is formed at the lower left end portion inside the bracket member 630. In addition, a cable clamp 636 capable of fixing and holding the front door cable harness 491 described above is formed at the lower left end portion of the bracket member 630.
[0298] A locking member 660 for fixing the bracket member 630 to the right base member 620 is attached to the upper right portion of the bracket member 630. Furthermore, case mounting holes 639, 639 that open to the left are formed in a row above and below the upper right portion of the bracket member 630. Case mounting protrusions 519, 519 of the main board case 510 (case main body 511) can be inserted into the case mounting holes 639, 639 from the left.
[0299] To mount main board case 510, which houses main control board 410 inside the case, on bracket member 630, case mounting protrusions 519, 519 of main board case 510 are inserted into case mounting holes 639, 639 of bracket member 630, and then upper and lower temporary fasteners 538a, 538b of main board case 510 are inserted into upper and lower upper temporary fastening holes 648a, 948b of bracket member 630, thereby inserting main board case 510 into bracket member 630. When main board case 510 is inserted into bracket member 630, main body crimping member 640 mounted to upper case crimping mounting portion 634 is positioned inside upper case fixing portion 525a of main board case 510, and the locking claw of main body crimping member 640 is inserted into the locking groove in upper case fixing portion 525a. At the same time, crimping member 645 attached to lower case crimping attachment portion 635 is arranged facing the inside of lower case fixing portion 525b of main board case 510. This fixes main board case 510 so that it cannot be removed from bracket member 630 unless upper case fixing portion 525a of main board case 510 is destroyed to release the locked state with main body crimping member 640.
[0300] In this way, main board case 510 is attached to bracket member 630 by first engaging the right portion of main board case 510 with bracket member 630, and then engaging the left portion. It is also possible to attach crimping member 645 to upper case crimping attachment portion 634 and position them facing each other inside upper case fixing portion 525a, and attach main body crimping member 640 to lower case crimping attachment portion 635 and position them inside lower case fixing portion 525b, so that the locking claws of main body crimping member 640 are inserted into the locking grooves in lower case fixing portion 525b. In this way, main board case 510 can be attached to bracket member 630 twice by swapping the up-down positions of main body crimping member 640 and crimping member 645.
[0301] For example, when first mounting main board case 510 to bracket member 630, main body crimping member 640 is mounted to upper case crimping mounting portion 634, and crimping member 645 is mounted to lower case crimping mounting portion 635, and the locking claws of main body crimping member 640 are inserted into locking grooves in upper case fixing portion 525a of main board case 510. In this state, when main board case 510 is removed from bracket member 630, upper case fixing portion 525a of main board case 510 is destroyed to release the locking state with main body crimping member 640. Next, when the removed main board case 510 is attached again to the bracket member 630, crimping member 645 is attached to the upper case crimping attachment portion 634, and main body crimping member 640 is attached to the lower case crimping attachment portion 635, and the locking claws of main body crimping member 640 are inserted into the locking grooves in the lower case fixing portion 525b of main board case 510. Then, when removing main board case 510 from the bracket member 630, lower case fixing portion 525b of main board case 510 is broken to release the locking state with main body crimping member 640. Furthermore, when a manufacturer or the like collects main board case 510 that has been removed from bracket member 630, used body crimping member 640 that has been removed from lower case crimping attachment portion 635 (or upper case crimping attachment portion 634) is engaged with body side temporary engagement portion 515 and lid side temporary engagement portion 525c of main board case 510. This restricts the sliding movement of case lid 521 to the left (in the direction of removing case lid 521) relative to case body 511 of main board case 510, making it possible to fix case lid 521 so that it cannot be removed from case body 511.
[0302] In addition to the main board case 510 being attached to the bracket member 630, a setting change device 650 is also attached to the bracket member 630. Specifically, the setting change device 650 is attached to the lower right part of the bracket member 630. A cable cover 655 is attached to the left of the setting change device 650 at the lower right part of the bracket member 630. The cable cover 655 covers a cable harness (not shown) that extends from the setting change device 650 to the main control board 410 (setting change device connector 464) in the main board case 510 and is connected to the setting change device 650. A groove-shaped second cover crimping attachment portion 638 is formed at the lower right part of the bracket member 630, and a second cover crimping member 637 having a locking claw can be attached by sliding it from the right into the second cover crimping attachment portion 638. When cable cover 655 is attached to bracket member 630, second cover crimping member 637 attached to second cover crimping attachment portion 638 is disposed inside cable cover 655, and the locking claws of second cover crimping member 637 are inserted into locking grooves in cable cover 655. Therefore, cable cover 655 is configured to be fixed so that it cannot be removed from bracket member 630 unless cable cover 655 is destroyed to release the locked state with second cover crimping member 637.
[0303] The setting change device 650 is a device operated to change the setting values (such as the probability of winning a game role) of the slot machine 1 that determine the player's advantage. When a setting change key (not shown) is inserted into a setting change key cylinder (not shown) provided on the setting change device 650 and rotated approximately 90 degrees clockwise, and the power switch of the power supply device 355 provided at the bottom of the cabinet 305 is turned ON, the setting change mode (a mode in which the setting values can be changed) begins. The setting change device 650 switches the setting values among six levels (1 to 6) each time the setting change switch (not shown) is pressed, and displays the setting values on a setting indicator lamp 451 (see FIG. 70) provided on the main control board 410. When the start lever 325 provided on the front of the front door 302 is operated, the setting values are confirmed. Returning the setting change key to its original position ends the setting change mode and transitions to normal mode. Furthermore, when the setting change key inserted into the setting change key cylinder is rotated approximately 90 degrees to the right (clockwise) in the normal mode, the main control board 410 starts the setting confirmation mode and displays the current setting value on the setting display lamp 451 on the main control board 410. When the setting change key is returned to its original position, the setting confirmation mode ends and the mode switches to the normal mode.
[0304] <Main control board configuration> Next, a detailed configuration of the main control board 410 according to this embodiment will be described with reference to Fig. 70. As shown in Fig. 70, the main control board 410 is configured to include a control chip 421, a plurality of ICs (also referred to as "IC components" or "IC drivers"), a monitor lamp 441 also referred to as a monitor LED, a setting display lamp 451 also referred to as a setting display monitor, an information display lamp 456 also referred to as a role ratio monitor (corresponding to a performance display monitor in a pachinko gaming machine), a plurality of electrical connectors such as a main board connector 461, and a printed circuit board 411 on which these are mounted. The main control board 410 is configured so that the drive circuits and the like operate in accordance with a control program stored in the ROM of the control chip 421, thereby controlling the progress of a game in the slot machine 301. Further, although detailed illustrations are omitted (some components are illustrated by numbering), main control board 410 has mounted on printed circuit board 411 a plurality of capacitors including film capacitor 471, ceramic capacitor 472, electrolytic capacitor 473, and general capacitor 474, a plurality of transistors 475, a plurality of diodes 476, a plurality of resistor arrays 477, and a plurality of resistors 478. The capacitors of main control board 410 are used, for example, to stabilize the power supply of each IC. The transistors of main control board 410 are used, for example, to drive each output circuit. The diodes of main control board 410 are used, for example, as static electricity countermeasures for each IC.
[0305] All elements mounted on printed circuit board 411, excluding electrical connectors, such as control chip 421, multiple ICs, monitor lamp 441, setting indicator lamp 451, and information indicator lamp 456, are covered by case lid 521 of main board case 510 when main control board 410 is housed in main board case 510. As described above, main board case 510 is formed using a transparent resin material, and is configured so that control chip 421, multiple ICs, monitor lamp 441, setting indicator lamp 451, and information indicator lamp 456 can be seen from the outside of case lid 521.
[0306] A rectangular sticker attachment area AS is set above the center of main control board 410 (printed board 411). Sticker attachment area AS is an area that may overlap with crimped usage record sticker 548 attached to sticker attachment portion 535 of case lid 521 when viewed from outside case lid 521. A rectangular solvent inflow area BS extending vertically is set at the right end of main control board 410. Solvent inflow area BS is an area where, when attempting to peel off sealing sticker 542 from main board case 510, the solvent used to peel off sealing sticker 542 may flow into main control board 410 inside the case. A placement restriction area CS extending in a substantially L-shape is set to the left and below sticker attachment area AS on main control board 410. The placement restriction area CS is an area in which the placement of the setting display lamp 451 and the information display lamp 456 is restricted because it is close to the left side wall portion 521a and the lower wall portion 521b of the case lid 521 (see Figure 65) and there is a risk of visibility being obstructed.
[0307] In addition, in the upper right portion of printed circuit board 411, there is provided drawing section 412 on which the name of the board manufacturer is printed using a laser device or the like to prove that main control board 410 is not an unauthorized board. This drawing section 412 is also covered by case lid 521 of main board case 510 when main control board 410 is housed in main board case 510, and is configured so that drawing section 412 can be seen from outside case lid 521. Drawing section 412 on which the name of the board manufacturer is drawn is positioned outside sticker attachment area AS so that the name of the board manufacturer can be easily identified. Note that the name of the board manufacturer is not limited to being composed of characters only, and may be, for example, a combination of characters and a corporate mark, or may be a configuration including at least one of characters and a graphic.
[0308] The information display lamp 456 (and the setting display lamp 451) is thicker than the other electric elements, and if the drawing unit 412 is placed near the information display lamp 456 (and the setting display lamp 451), it may be hidden in the shadow of the information display lamp 456 (and the setting display lamp 451), reducing visibility. For this reason, the drawing unit 412 is placed at a distance from the information display lamp 456 (and the setting display lamp 451) that does not impede the visibility of the drawing unit 412 when viewed from outside the case lid 521. The name of the board manufacturer is printed after all the electric elements have been mounted on the printed circuit board 411. The soldered portions of the information display lamp 456 (and the setting display lamp 451) have a relatively heat-sensitive and fragile structure. Therefore, when printing the name of the board manufacturer using a laser device, it is preferable to position the drawing unit 412 away from the information display lamp 456 (and the setting display lamp 451) in order to prevent the heat of the laser from affecting the information display lamp 456 (and the setting display lamp 451).
[0309] The control chip 421 is configured with a CPU that performs various arithmetic processing related to games, a ROM that is a read-only memory device that stores control programs and the like, and a RAM that is a memory device that can write and read information. The control chip 421 is mounted to the right of the center of the printed circuit board 411, i.e., on the side of the printed circuit board 411 far from the hinge mechanisms 306a to 306c. To make it easier to check whether or not tampering has been performed on the control chip 421, the control chip 421 is located in a position that is not a sticker attachment area AS. Note that the control chip 421 is preferably located in a position that is not a solvent inflow area BS to prevent adverse effects from the solvent. The control chip 421 is also located at a distance from the setting display lamp 451 and the information display lamp 456 that allows the first to third display control ICs 432A to 432C to be placed therein.
[0310] The multiple ICs include first to second oscillator ICs 431A to 431B, first to third display control ICs 432A to 432C, and first to eleventh main board ICs 433A to 433K. The first to second oscillator ICs 431A to 431B are electrically connected to the control chip 421 and configured to generate clocks used by the control chip 421. The first to second oscillator ICs 431A to 431B are mounted to the right of the center of the printed circuit board 411. The first to second oscillator ICs 431A to 431B are arranged in positions below and near the control chip 421 that do not constitute the sticker attachment area AS. Note that the first and second oscillator ICs 431A to 431B may be arranged in positions that constitute the sticker attachment area AS as long as they are near the control chip 421. This is because, unlike the control chip 421, there is less need to easily check whether or not any fraud has been committed.
[0311] The first to third display control ICs 432A to 432C are ICs for performing dynamic lighting control of the 7-segment LEDs of the stored number display lamp 346h, the dispensing number display lamp 346j, the setting display lamp 451, and the information display lamp 456. The first display control IC 432A is electrically connected to the control chip 421, and is also electrically connected to the main board side connector 461, the setting display lamp 451, and the information display lamp 456. The first display control IC 432A functions as a segment driver that sets (decodes) numbers and the like (numbers, alphabets, various symbols, etc.) to be displayed on the stored number display lamp 346h, the dispensing number display lamp 346j, the setting display lamp 451, and the information display lamp 456 in accordance with control signals transmitted from the control chip 421.
[0312] The second display control IC 432B is electrically connected to the control chip 421 and is also electrically connected to the main board connector 461 and the setting display lamp 451. The second display control IC 432B functions as a digit driver that switches whether to display numbers, etc. (set by the first display control IC 432A, which is a segment driver) on any of the digits (each digit) of the stored number display lamp 346h, the dispensed number display lamp 346j, and the setting display lamp 451 in response to a control signal transmitted from the control chip 421. The third display control IC 432C is electrically connected to the control chip 421 and is also electrically connected to the information display lamp 456. The third display control IC 432C functions as a digit driver that switches whether to display numbers, etc. (set by the first display control IC 432A, which is a segment driver) on any of the digits (each digit) of the information display lamp 456 in response to a control signal transmitted from the control chip 421.
[0313] The first to third display control ICs 432A to 432C are mounted on the left side of the center of the printed circuit board 411, i.e., on the side of the printed circuit board 411 closer to the hinge mechanisms 306a to 306c. The first display control IC 432A is disposed to the left of the eleventh main board IC 433K in a position that will become the sticker attachment area AS. The second display control IC 432B is disposed below the first display control IC 432A in a position that will not become the sticker attachment area AS. The third display control IC 432C is disposed above the first display control IC 432A in a position that will become the sticker attachment area AS. Note that all of the first to third display control ICs 432A to 432C may be disposed in positions that will become the sticker attachment area AS. This is because, like the first and second oscillator ICs 431A to 431B, there is little need to easily check whether or not tampering has occurred.
[0314] The other ICs, first to eleventh main board ICs 433A to 433K, are mounted on various parts of the printed circuit board 411. For example, as shown in Fig. 70, the main board ICs mounted on the right side of the printed circuit board 411 are the first main board IC 433A, the second main board IC 433B, and the third main board IC 433C. Also, for example, the main board ICs mounted on the upper central side of the printed circuit board 411 are the fourth main board IC 433D, the fifth main board IC 433E, the sixth main board IC 433F, the seventh main board IC 433G, the eighth main board IC 433H, the ninth main board IC 433I, the tenth main board IC 433J, and the eleventh main board IC 433K.
[0315] The first main board IC 433A is arranged above and to the right of the control chip 421. The second main board IC 433B is arranged above the control chip 421 and to the left of the first main board IC 433A. The third main board IC 433C is arranged near and below the control chip 421 and to the left of the first and second oscillator ICs 431A to 431B. The first to third main board ICs 433A to 433C are also arranged in positions that do not constitute the sticker attachment area AS.
[0316] The fourth main board IC 433D is arranged above and to the left of the second main board IC 433B. The fifth main board IC 433E is arranged to the left of the fourth main board IC 433D. The sixth main board IC 433F is arranged below the fifth main board IC 433E. The seventh main board IC 433G is arranged below the sixth main board IC 433F. The eighth main board IC 433H is arranged below the seventh main board IC 433G. The ninth main board IC 433I is arranged to the left of the fifth main board IC 433E. The tenth main board IC 433J is arranged below the ninth main board IC 433I and to the left of the sixth main board IC 433F. The eleventh main board IC 433K is disposed below the tenth main board IC 433J and to the left of the seventh main board IC 433G. The fourth to eleventh main board ICs 433D to 433K are disposed in positions that will become sticker attachment areas AS.
[0317] The monitor lamp 441 is composed of 20 LED elements 442 arranged in two rows of 10 LEDs on the left and right, and illuminates according to the operating status of each part of the slot machine 301. The monitor lamp 441 is used to check for malfunctions. For example, some of the 20 LED elements 442 constituting the monitor lamp 441 illuminate when each reel 303a-303c of the reel unit 360 is not positioned (or positioned) at a predetermined rotation reference position. Furthermore, for example, other parts of the 20 LED elements 442 illuminate when the start lever 325 is not in an operating state (or in an operating state). The monitor lamp 441 is mounted on the lower central portion of the printed circuit board 411 (below the fourth to eleventh main board ICs 433D-433K). To make it easy to check the illumination status (on or off) of each LED element 442, the monitor lamp 441 is positioned outside the sticker attachment area AS. In order to prevent adverse effects of the solvent, the monitor lamp 441 is preferably disposed in a position that does not become the solvent inflow area BS. Furthermore, since the monitor lamp 441 is electrically connected to the main board side connector 461, it is preferably disposed in the vicinity of the main board side connector 461.
[0318] The multiple electrical connectors include a main board connector 461, a reel connector 462, a sub-board connector 463, a setting change device connector 464, and a collator connector 465. The main board connector 461 is mounted on the left end of the printed circuit board 411, that is, on the side of the printed circuit board 411 closer to the hinge mechanisms 306a to 306c than the first to third display control ICs 432A to 432C, the setting display lamp 451, and the information display lamp 456. As described above, the main board connector 461 is adapted to be fitted and connected to the cable connector 492 provided at one end of the front door cable harness 491 (see FIG. 62).
[0319] The front door cable harness 491 is also electrically connected to a central display board 496 (see FIG. 63) disposed in the center of the rear side (rear side) of the front door 302. As shown in FIGS. 62 and 63, the front door cable harness 491 is wired from the housing 305 toward the front door 302 using a cable clamp 636 of the bracket member 630 and a plurality of cable clamps 494 disposed on the inner side of the left side plate 305a of the housing 305 (located on the side where the hinge mechanisms 306a to 306c are provided). At this time, the front door cable harness 491 is wired downward from the main board-side connector 461 toward the cable clamp 636 of the bracket member 630 so as not to cover the front of the information display lamps 456 (and the setting display lamps 451) disposed near the main board-side connector 461 and impede visibility. However, front door cable harness 491 may cover cover portion 525 of case lid 521 located to the left of main board-side connector 461, thereby hindering the visibility of first and second case crimping members 640, 945, etc. For this reason, as described above, upper case fixing portion 525a engageable with main body crimping member 640 is preferably located above cover portion 525 (relative to lower case fixing portion 525b and lid-side temporary engagement portion 525c). In this embodiment, front door cable harness 491 is shown by a two-dot chain line in Figures 62 and 63 to facilitate explanation of the positional relationship with other components.
[0320] The central display board 496 is electrically connected to a left relay board 497 and a right relay board 498, etc., provided on the left and right rear sides of the reel window W. Various indicator lamps (e.g., bet number indicator lamp 346b, deposit possible indicator lamp 346c, game start indicator lamp 346d, replay indicator lamp 346e, status indicator lamp 346f, stored number indicator lamp 346h, payout number indicator lamp 346j) arranged in the reel window W are mounted on or electrically connected to the left relay board 497 and the right relay board 498. As a result, control signals for controlling the operation of the various indicator lamps are transmitted from the main control board 410 to the left relay board 497 and the right relay board 498 via the front door cable harness 491 and the central display board 496, and the operation of the various indicator lamps is controlled by the main control board 410.
[0321] As described above, the control signals for controlling the operation of the reserved number display lamp 346h and the payout number display lamp 346j are configured to be output from the main board side connector 461 via the control chip 421, the first display control IC 432A, and the second display control IC 432B of the main control board 410. Control signals for controlling the operation of the bet number display lamp 346b, the deposit possible display lamp 346c, the game start display lamp 346d, the replay display lamp 346e, etc. are also configured to be output from the main board side connector 461 via the control chip 421, the first display control IC 432A, and the second display control IC 432B of the main control board 410.
[0322] The reel connector 462 is mounted on the lower left side of the printed circuit board 411. As described above, the reel connector 462 is adapted to be mated with a connector of a cable harness (not shown) electrically connected to a reel control board (not shown). The sub-board connector 463 is mounted on the center of the lower end of the printed circuit board 411. As described above, the sub-board connector 463 is adapted to be mated with a connector of a cable harness (not shown) electrically connected to a sub-control board (not shown). The setting change device connector 464 is mounted on the lower left side of the printed circuit board 411. As described above, the setting change device connector 464 is adapted to be mated with a connector of a cable harness (not shown) electrically connected to the setting change device 650. The collator connector 465 is mounted on the lower left side of the printed circuit board 411, alongside the setting change device connector 464. As described above, the connector 465 for the collator is adapted to be fitted and connected to the connector of the cable harness (not shown) electrically connected to the collator (not shown).
[0323] As described above, the setting display lamp 451 displays a setting value of the slot machine 301 that determines the degree of advantage for the player in seven segments. The setting display lamp 451 is configured using a seven-segment LED that can display one-digit numbers. The setting display lamp 451 is mounted to the left of the center of the printed circuit board 411, that is, on the side of the printed circuit board 411 that is closer to the hinge mechanisms 306a to 306c than the control chip 421. To make it easier to check the setting value displayed by the setting display lamp 451, the setting display lamp 451 is placed between the first display control IC 432A and the main board side connector 461, in a position that is outside the sticker attachment area AS and the placement restriction area CS.
[0324] The information display lamp 456 displays information related to the bonus feature ratio in seven segments. The information display lamp 456 is configured using a seven-segment LED capable of displaying four-digit numbers, etc. As information related to the bonus feature ratio, for example, the information display lamp 456 can display a four-digit number combining a two-digit identifier symbol indicating the type of bonus feature ratio, etc. (bonus feature ratio, consecutive bonus feature ratio, advantageous period ratio, etc.) and a two-digit ratio corresponding to the identifier symbol. The information display lamp 456 is mounted to the left of the center of the printed circuit board 411, i.e., on the side of the printed circuit board 411 closer to the hinge mechanisms 306a to 306c than the control chip 421. To make it easier to check the information related to the bonus feature ratio displayed by the information display lamp 456, the information display lamp 456 is positioned between the first display control IC 432A and the third display control IC 432C, outside the sticker attachment area AS and the placement restriction area CS. It is not preferable to place the information display lamp 456 adjacent to the sticker affixing area AS, because there is a possibility that the information display lamp 456 may be blocked by the usage record sticker 848 when viewed from diagonally forward. Therefore, it is preferable to place the information display lamp 456 to the left of the sticker affixing area AS by a distance that allows the information display lamp 456 to be seen even from diagonally forward right without being blocked by the crimped usage record sticker 548.
[0325] Moreover, unlike the control chip 421, the information display lamp 456 (and the setting display lamp 451) are reusable components. Therefore, when attempting to peel off the sealing seal 542 from the main board case 510, if the solvent used to peel off the sealing seal 542 flows into the main control board 410 inside the case, it is preferable that the solvent does not adhere to the information display lamp 456 (and the setting display lamp 451). For this reason, the information display lamp 456 (and the setting display lamp 451) is arranged in a position that does not become the solvent inflow area BS.
[0326] In order to efficiently form the conductor pattern on the printed circuit board 411 (without making it complicated), it is preferable to mount the information display lamp 456 on the path of the conductor pattern between the first and third display control ICs 432A and 432C and the main board side connector 461. Therefore, the information display lamp 456 is disposed near the first and third display control ICs 432A and 432C and near the main board side connector 461. The information display lamp 456 is electrically connected to the first and third display control ICs 432A and 432C, and is spaced from the first and third display control ICs 432A and 432C close enough to prevent other electrical elements (ICs, etc.) from being provided on the main control board 410. The information display lamp 456 is also spaced from the main board side connector 461 close enough to prevent other electrical elements (ICs, etc.) from being provided on the main control board 410. If other electrical elements (ICs, etc.) are provided between the information display lamp 456 and the first and third display control ICs 432A, 432C or the main board side connector 461, it will be necessary to bypass them, making it difficult to form the conductor pattern efficiently.
[0327] As described above, the first display control IC 432A is used as both the segment driver for the setting display lamp 451 and the segment driver for the information display lamp 456. In order to efficiently form a conductor pattern on the printed circuit board 411, it is preferable to mount the information display lamp 456 near the setting display lamp 451. Therefore, the information display lamp 456 is arranged near and above the setting display lamp 451. The information display lamp 456 is spaced from the setting display lamp 451 close enough to prevent other electrical elements (ICs, etc.) from being provided on the main control board 410. However, in order to prevent the numbers, etc. displayed by the setting display lamp 451 and the information display lamp 456 from being mistaken for a series of (five-digit) numbers, etc., it is preferable that the setting display lamp 451 and the information display lamp 456 are arranged so that they are not aligned horizontally.
[0328] The light emitted by each LED element 442 of monitor lamp 441 is relatively bright. Therefore, if information display lamp 456 is placed near monitor lamp 441, the light emitted from each LED element 442 may reach information display lamp 456, potentially reducing the visibility of the information related to the role ratio displayed by information display lamp 456. Therefore, information display lamp 456 is placed at a distance from monitor lamp 441 that prevents the light from each LED element 442 from reaching information display lamp 456. If other electrical elements are placed to block the light from each LED element 442, the distance between information display lamp 456 and monitor lamp 441 may be such that the light from each LED element 442 can reach information display lamp 456. Note that information display lamp 456 can also be placed near monitor lamp 441. In this case, the information related to the role ratio displayed by information display lamp 456 and the light-emitting state of each LED element 442 can be simultaneously viewed, thereby reducing the effort required for checking.
[0329] If the main board side connector 461 is disposed above the information display lamp 456, the front door cable harness 491 electrically connected to the main board side connector 461 may hang down, covering the front of the information display lamp 456 and impairing visibility. For this reason, the main board side connector 461 is disposed near the left of the information display lamp 456, excluding the area above the information display lamp 456. For the same reason, other electrical connectors such as the reel connector 462, the auxiliary board connector 463, the setting change device connector 464, and the collator connector 465 are also disposed in positions excluding the area above the information display lamp 456. Furthermore, even if electrical connectors such as the main board side connector 461 are disposed in a position excluding the area above the information display lamp 456, if there is a possibility that the cable harness will cover the front of the information display lamp 456 and impair visibility, it is preferable to dispose them in a position that avoids this area.
[0330] The left side portion of main board case 510, from which main board connector 461 is exposed, is fixed to bracket member 630 by first and second case crimping members 640, 645. When attempting to break upper case fixing portion 525a of main board case 510 to release the locked state with main body crimping member 640 (for example, when burning it off with a hot cutter), it is preferable that information display lamp 456 inside the case is not accidentally broken. For this reason, information display lamp 456 is disposed to the right of upper case fixing portion 525a of main board case 510, at a distance sufficient to allow other electrical elements (main board connector 461, etc.) on main control board 410 to be provided.
[0331] As described above, connector cover 546 is attached to case lid 521 of main board case 510 by first cover crimping member 528. When attempting to destroy connector cover 546 to release the engagement with first cover crimping member 528 (for example, when burning it off with a hot cutter), it is preferable that information display lamp 456 inside the case is not destroyed by mistake. For this reason, information display lamp 456 is arranged in a position (a position away from first cover crimping member 528) that does not overlap with first cover crimping attachment portion 529 of case lid 521 when viewed from outside case lid 521.
[0332] If the distance between case lid 521 of main board case 510 and information display lamp 456 is too large, the visibility of information display lamp 456 may be reduced depending on the viewing angle due to the influence of light reflection on case lid 521, etc. For this reason, as described above, recess 537 is formed in the portion of case lid 521 of main board case 510 that overlaps with information display lamp 456. This recess 537 makes it possible to reduce the distance between case lid 521 (recess 537) of main board case 510 and information display lamp 456, thereby suppressing the influence of light reflection on case lid 521, etc., and improving the visibility of information display lamp 456. Also, as described above, right wall portion 537d of recess 537 is formed in a wall shape that slopes to the right (away from hinge mechanisms 306a to 306c) as it extends forward. This right wall portion 537d allows the information display lamp 456 to be seen through the recess 537 (bottom 537e) of the case lid 521 without interfering with the ceiling portion of the case lid 521, even when the main board case 510 inside the housing 305 is viewed from the diagonally fr...
Claims
[Claim 1] Multiple reels and A role determination means; and a bonus awarding means for awarding a bonus according to a winning combination determined by the winning combination determining means when the symbol combination aligned on the active line when the plurality of reels has stopped corresponds to the winning combination determined by the winning combination determining means, The winning combination determined by the winning combination determination means includes a replay combination that allows the player to play the next game without spending a predetermined game value as a special benefit, There are a first gaming state in which the number of the activated lines is one, and a second gaming state in which the number of the activated lines is multiple, The gaming machine is configured such that the number of symbol combinations corresponding to the replay role in the first gaming state is greater than the number of symbol combinations corresponding to the replay role in the second gaming state.
Citation Information
Patent Citations
Slot machine
JP2017144015A