Pachinko machine
The gaming machine addresses the demand for smooth gameplay by incorporating a secure keyhole configuration that ensures uninterrupted play and enhanced security.
Patent Information
- Application Number
- JP2024157391
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-11
- Publication Date
- 2025-06-04
- Estimated Expiration
- 2044-09-11
AI Technical Summary
There is a demand for a gaming machine that allows players to play games smoothly, addressing potential issues such as game interruptions and abnormal machine behavior.
The gaming machine features a unique keyhole configuration that allows for different depths of key insertion, enabling secure locking and unlocking mechanisms to ensure smooth gameplay and prevent unauthorized access.
This configuration provides a gaming machine that allows players to experience uninterrupted gameplay, enhancing the overall gaming experience while ensuring security and reliability.
Smart Images

Figure 0007688309000001_ABST
Abstract
Description
[Technical field]
[0001] Concerning gaming machines. [Background technology]
[0002] In a slot machine, a game starts when a start command device (start lever) is operated after a predetermined number of game medals are inserted, and multiple rows of reels with multiple symbols arranged on the outer periphery rotate. When the reels are stopped by using a reel stop device (stop button) to stop the rotation, and a combination of predetermined symbols (for example, a winning combination such as "777") is lined up on an active line, the machine generally transitions to a special game state (a game state in which the probability of winning a small role is higher than usual) that is more profitable for the player than the normal game state. Here, in a slot machine, images for presentation to enhance the interest of the game may be displayed on a display such as a liquid crystal display in synchronization with the rotation and stopping of the reels, and many of these machines are configured so that when the reel stop device is operated, the player can enjoy predicting the outcome of the game by comparing the symbols displayed on the reels with the presentation images displayed on the display. Furthermore, many gaming machines are configured so that if any abnormality occurs in the machine, an error can occur that will stop the game from progressing. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2023-6906 [Patent Document 2] JP 2004-105229 A [Patent Document 3] Patent Publication No. 2021-053477 [Patent Document 4] JP 2020-137795 A [Patent Document 5] JP 2020-58580 A [Patent Document 6] JP 2019-55102 A Summary of the Invention [Problem to be solved by the invention]
[0004] There is a demand for a gaming machine that allows players to play games smoothly. [Means for solving the problem]
[0005] The gaming machine according to this embodiment is A housing and A front door attached to the housing; a setting keyhole for inserting a setting key; A front door keyhole for inserting a front door key used to unlock the front door; Equipped with When the setting key is inserted into the setting keyhole, the setting keyhole is configured such that the setting key can be inserted to a first depth; a setting key can be inserted into the front door keyhole, and when the setting key is inserted into the front door keyhole, the front door keyhole is configured such that the setting key can be inserted to a second depth that is deeper than the first depth; When the setting key is inserted into the front door keyhole to the second depth, the front door keyhole is configured to be able to hold the setting key. This is a gaming machine characterized by the above. Effect of the Invention
[0006] According to the gaming machine of this aspect, it is possible to provide a gaming machine that allows the player to play the game smoothly. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of a slot machine according to a first embodiment. [Diagram 2] FIG. 2 is a perspective view of the slot machine according to the first embodiment with the door open. [Diagram 3]FIG. 3 is a perspective view of the inside of a medal insertion slot in the slot machine according to the first embodiment. [Figure 4] FIG. 4 is a front view and a top view of the medal payout device in the reel type gaming machine according to the first embodiment. [Diagram 5] FIG. 5 is a list of basic specifications of the slot machine according to the first embodiment. [Figure 6] FIG. 6 is a list of reel arrangements in the slot machine according to the first embodiment. [Figure 7] FIG. 7 is a symbol combination list 1 in the slot machine according to the first embodiment. [Figure 8] FIG. 8 is a symbol combination list 2 in the slot machine according to the first embodiment. [Figure 9] FIG. 9 is a symbol combination list 3 in the slot machine according to the first embodiment. [Figure 10] FIG. 10 is a list of condition devices in the slot machine according to the first embodiment. [Figure 11] FIG. 11 is a list of small winning combinations, replay winning combinations, and bonus appearance rates in the slot machine according to the first embodiment. [Figure 12] FIG. 12 is a diagram showing the overall electrical configuration of the reel type gaming machine according to the first embodiment. [Figure 13] FIG. 13 is a main flow chart on the main control board side in the slot machine according to the first embodiment. [Figure 14] FIG. 14 is a flowchart of the setting change device control process on the main control board side in the slot machine according to the first embodiment. [Figure 15] FIG. 15 is a flowchart of an unrecoverable error process on the main control board side in the slot machine according to the first embodiment. [Figure 16] FIG. 16 is a flowchart of the game progress control process (first page) on the main control board side in the slot machine according to the first embodiment. [Figure 17]FIG. 17 is a flowchart of the game progress control process (second page) on the main control board side in the slot machine according to the first embodiment. [Figure 18] FIG. 18 is a flowchart of the game progress control process (third page) on the main control board side in the slot machine according to the first embodiment. [Figure 19] FIG. 19 is a flowchart of an internal lottery execution process on the main control board side in the reel-type gaming machine according to the first embodiment. [Figure 20] FIG. 20 is a flowchart of the game number addition execution process on the main control board side in the slot machine according to the first embodiment. [Figure 21] FIG. 21 is a flowchart of the AT state transition control process (first page) on the main control board side in the slot machine according to the first embodiment. [Figure 22] FIG. 22 is a flowchart of the AT state transition control process (second page) on the main control board side in the slot machine according to the first embodiment. [Figure 23] FIG. 23 is a flowchart of the AT state transition control process (third page) on the main control board side in the slot machine according to the first embodiment. [Figure 24] FIG. 24 is a flowchart of the condition device number management process on the main control board side in the slot machine according to the first embodiment. [Diagram 25] FIG. 25 is a flowchart of the reel spin start preparation process on the main control board side in the slot machine according to the first embodiment. [Figure 26] FIG. 26 is a flowchart of the remaining game number management process on the main control board side in the slot machine according to the first embodiment. [Figure 27] FIG. 27 is a flowchart of the RT state transition control process on the main control board side in the slot machine according to the first embodiment. [Figure 28] FIG. 28 is a RT state transition diagram in the slot machine according to the first embodiment. [Figure 29]FIG. 29 is a flowchart of the AT state start control process on the main control board side in the slot machine according to the first embodiment. [Diagram 30] FIG. 30 is an AT state transition diagram in the reel-type gaming machine according to the first embodiment. [Diagram 31] FIG. 31 is a flowchart of a game zone transition control process on the main control board side in the slot machine according to the first embodiment. [Diagram 32] FIG. 32 is a flowchart of timer interrupt processing on the main control board side in the slot machine according to the first embodiment. [Diagram 33] FIG. 33 is a flowchart of the reel drive control process on the main control board side in the reel game machine according to the first embodiment. [Diagram 34] FIG. 34 is a flowchart of the reel drive control process on the main control board side in the reel game machine according to the first embodiment. [Diagram 35] FIG. 35 is an image diagram relating to the rotational operation of the reels in the slot machine according to the first embodiment. [Diagram 36] FIG. 36 is a flowchart of the process at the time of power-off on the main control board side in the slot machine according to the first embodiment. [Figure 37] FIG. 37 is an image diagram showing the push order display in the reel type gaming machine according to this embodiment. [Figure 38] FIG. 38 is a flowchart of the sub-side program start process on the sub-control board side in the slot machine according to the first embodiment. [Figure 39] FIG. 39 is a flowchart of the sub-main loop process on the sub-control board side in the slot machine according to the first embodiment. [Diagram 40] FIG. 40 is a flowchart of the process performed on the sub-control board when the sub-side power supply is turned off in the slot machine according to the first embodiment. [Diagram 41] FIG. 41 is a flowchart of one command process on the sub-control board side in the slot machine according to the first embodiment. [Diagram 42]FIG. 42 is a flowchart of the performance-related determination process at the time of operating the start lever on the sub-control board side in the slot machine according to the first embodiment. [Diagram 43] FIG. 43 is a flowchart of a battle effect execution decision process on the sub-control board side in the slot machine according to the first embodiment. [Diagram 44] FIG. 44 is an example of a stay stage determination table on the sub-control board side in the slot machine according to the first embodiment. [Diagram 45] FIG. 45 is a flowchart of the AT performance determination process on the sub-control board side in the slot machine according to the first embodiment. [Diagram 46] FIG. 46 is a flowchart of the revival possibility presentation determination process on the sub-control board side in the slot machine according to the first embodiment. [Figure 47] FIG. 47 is a flowchart of the process performed on the sub-control board when the start lever is operated in the reel-type gaming machine according to the first embodiment. [Figure 48] FIG. 48 is a flowchart of processing during AT when the start lever is operated on the sub-control board side in the reel-type gaming machine according to the first embodiment. [Figure 49] FIG. 49 is a flowchart of a specialized premonition process at the time of start lever operation on the sub-control board side in the slot machine according to the first embodiment. [Figure 50] FIG. 50 is a flowchart of the add-on specialization process at the time of operating the start lever on the sub-control board side in the reel-type gaming machine according to the first embodiment. [Figure 51] FIG. 51 is a flowchart of the advantageous BB internal processing on the sub-control board side when the start lever is operated in the reel-type gaming machine according to the first embodiment. [Figure 52] FIG. 52 is a flowchart of the process at the time of accepting the first drum stop on the sub-control board side in the reel-type gaming machine according to the first embodiment. [Figure 53] FIG. 53 is a flowchart of the process at the time of accepting the second drum stop on the sub-control board side in the reel-type gaming machine according to the first embodiment. [Figure 54] FIG. 54 is a flowchart of the third drum stop performance-related determination process on the sub-control board side in the reel-type gaming machine according to the first embodiment. [Figure 55] FIG. 55 is a flowchart of the process at the time of accepting the third drum stop on the sub-control board side in the reel-type gaming machine according to the first embodiment. [Figure 56] FIG. 56 is a flowchart of the game progress control process on the main control board side in the slot machine according to the second embodiment. [Figure 57] FIG. 57 is a flowchart of the stoppage monitoring process on the main control board side in the slot machine according to the second embodiment. [Figure 58] FIG. 58 is a flowchart of the MY counter monitoring process on the main control board side in the slot machine according to the second embodiment. [Figure 59] FIG. 59 is a diagram relating to the MY counter and the difference number counter in the slot machine according to the second embodiment. [Figure 60] FIG. 60 is a diagram relating to a pre-notification state of a game-ending state in the reel-type gaming machine according to the second embodiment. [Figure 61] FIG. 61 is FIG. 1 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 62] FIG. 62 is FIG. 2 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 63] FIG. 63 is FIG. 3 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 64] FIG. 64 is an action diagram 1 relating to a game in which a small winning combination is won in the reel type gaming machine according to the second embodiment. [Figure 65] FIG. 65 is an action diagram 2 relating to a game in which a small winning combination is won in the reel-type gaming machine according to the second embodiment. [Figure 66] FIG. 66 is an illustration of what happens when a power outage occurs during play in the AT state in the reel-type gaming machine according to the second embodiment. [Figure 67] FIG. 67 is an image diagram 1 relating to a medal empty error in the slot machine according to the second embodiment. [Figure 68] FIG. 68 is an image diagram 2 relating to a medal empty error in the slot machine according to the second embodiment. [Figure 69] FIG. 69 is a diagram showing Example 1 of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a command presentation that is completed in one game in a normal state. [Figure 70] FIG. 70 is a diagram showing a second example of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a command presentation for executing a premium display that is completed in one game in a normal state. [Figure 71] FIG. 71 is a diagram showing a third example of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a command presentation that is completed over a plurality of games in a normal state. [Figure 72] FIG. 72 is a diagram showing a third example of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a command presentation having a chance-up pattern that is completed in a plurality of games in the normal state. [Figure 73] FIG. 73 is a diagram showing Example 4 of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing the start presentation display and the end presentation display of a predetermined presentation in the AT state. [Figure 74] FIG. 74 is a diagram showing a fifth example of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a result presentation display in a continuous presentation. [Figure 75] FIG. 75 is a front view showing the medal selector, the type 1 coin shooter, the chute main body, and the hopper in the reel-type gaming machine according to the first and second embodiments. [Figure 76] FIG. 76 is a front view showing a medal selector, a type 1 coin shooter, and a chute main body in the reel-type gaming machine according to the first and second embodiments. [Figure 77]FIG. 77 is a plan view showing the medal selector, the type 1 coin shooter, and the shoot main body in the reel-type gaming machine according to the first and second embodiments. [Figure 78] FIG. 78 is a diagram showing a chute main body of a first modified example of the reel-type gaming machine according to the first and second embodiments. [Figure 79] FIG. 79 is a diagram showing a chute main body of a second modified example in the reel-type gaming machine according to the first and second embodiments. [Figure 80] FIG. 80 is a front view showing the medal selector, the type 2 coin shooter, the chute main body, and the hopper in the reel-type gaming machine according to the first and second embodiments. [Figure 81] FIG. 81 is a front view showing a medal selector, a type 2 coin shooter, and a chute main body in the reel-type gaming machine according to the first and second embodiments. [Figure 82] FIG. 82 is a plan view showing the medal selector, the type 2 coin shooter, and the chute main body in the reel-type gaming machine according to the first and second embodiments. [Figure 83] FIG. 83 is a flowchart of the game progress control process (second page) on the main control board side in the slot machine according to the third embodiment. [Figure 84] FIG. 84 is a flowchart of the game progress control process (third page) on the main control board side in the slot machine according to the third embodiment. [Figure 85] FIG. 85 is a diagram relating to the display of the payout number display device in the reel type gaming machine according to the third embodiment. [Figure 86] FIG. 86 is an image diagram of the payout number display device when the replay is stopped and displayed in the slot machine according to the third embodiment. [Figure 87] FIG. 87 is an image diagram of the payout number display device when the game is stopped in the reel-type gaming machine according to the third embodiment. [Figure 88] FIG. 88 is an image diagram of the payout number display device when an inserted medal backflow error occurs in the reel type gaming machine according to the third embodiment. [Figure 89]FIG. 89 is an image diagram of the payout number display device when a power outage occurs in the reel-type gaming machine according to the third embodiment. [Figure 90] FIG. 90 is an image diagram of the payout number display device when a power outage occurs during a bonus in the reel-type gaming machine according to the third embodiment. [Figure 91] FIG. 91 is a diagram relating to the display on the lower panel of the slot machine according to the third embodiment. [Figure 92] FIG. 92 is a diagram showing a notification mode for notifying a player of a limit that can be applied to the slot machine according to the third embodiment. [Figure 93] FIG. 93 is a flowchart of the game progress control process on the main control board side in a slot machine that can be applied to this example. [Figure 94] Figure 94 is a flowchart of the AT state transition control processing on the main control board side in a slot machine that can be applied to this example. [Figure 95] FIG. 95 is a flowchart of the game zone transition control process on the main control board side in a slot machine that can be applied to this example. [Figure 96] Figure 96 is an image diagram 1 showing the AT state in a slot machine that can be used in this example. [Figure 97] FIG. 97 is an image diagram showing the display of the number of winning coins in a slot machine that can be used in this example. [Figure 98] Figure 98 is an image diagram 2 showing the AT state in a slot machine that can be used in this example. [Figure 99] Figure 99 is an image diagram 3 showing the AT state in a slot machine that can be used in this example. [Figure 100] FIG. 100 is a flowchart of the game zone transition control process on the main control board side in a slot machine that can be applied to this example. [Figure 101] FIG. 101 is a flowchart of the process of adding the number of games on the main control board side in a slot machine that can be used in this example. [Figure 102]Figure 102 is an image diagram 4 showing the AT state in a slot machine that can be used in this example. [Figure 103] FIG. 103 is an image diagram showing the added special state in a slot machine that can be used in this example. [Figure 104] FIG. 104 is an image diagram of the AT end screen in a slot machine that can be used in this example. [Figure 105] FIG. 105 is an image diagram 1 showing the maximum expected value of the profit given to a player at a certain opportunity in a slot machine applicable to this example. [Fig. 106] FIG. 106 is an image diagram 2 showing the maximum expected value of the profit given to a player at one opportunity in a slot machine applicable to this example. [Figure 107] FIG. 107 is an image diagram 3 showing the maximum expected value of the profit given to a player at one opportunity in a slot machine applicable to this example. [Figure 108] FIG. 108 is an image diagram 4 showing the maximum expected value of the profit given to a player at one opportunity in a slot machine applicable to this example. [Figure 109] FIG. 109 is an image diagram 5 showing the maximum expected value of the profit given to a player at one opportunity in a slot machine applicable to this example. [Figure 110] FIG. 110 is an image diagram 6 showing the maximum expected value of the profit given to a player at one opportunity in a slot machine applicable to this example. [Figure 111] FIG. 111 is a list of basic specifications of the slot machine according to the fourth embodiment. [Figure 112] FIG. 112 is a list of reel arrangements of the slot machine according to the fourth embodiment. [Figure 113] FIG. 113 shows a list of bonuses available for the reel type gaming machine according to the fourth embodiment. [Fig. 114] FIG. 114 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Fig. 115]FIG. 115 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Fig. 116] FIG. 116 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Fig. 117] FIG. 117 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 118] FIG. 118 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 119] FIG. 119 is a list of condition devices in the reel type gaming machine according to the fourth embodiment. [Figure 120] FIG. 120 is a list of condition devices in the reel type gaming machine according to the fourth embodiment. [Figure 121] FIG. 121 is a RT state transition diagram in the slot machine according to the fourth embodiment. [Fig. 122] FIG. 122 is a RT state transition diagram in the reel type gaming machine according to the fourth embodiment. [Figure 123] FIG. 123 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 124] FIG. 124 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 125] FIG. 125 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 126] FIG. 126 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 127] FIG. 127 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 128] FIG. 128 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 129] FIG. 129 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 130] FIG. 130 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 131] FIG. 131 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 132] FIG. 132 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 133] FIG. 133 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 134] FIG. 134 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 135] FIG. 135 is a list showing the lottery probabilities for misses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Fig. 136] FIG. 136 is a diagram showing the stop control of the push order minor role in the reel type gaming machine according to the fourth embodiment. [Fig. 137] FIG. 137 is a diagram showing a game flow diagram illustrating the flow of a game in the reel-type gaming machine according to the fourth embodiment. [Figure 138] Figure 138 is an image showing the behavior of the reels when the push order minor prize is won during the AT state and inside the bonus. [Fig. 139] Figure 139 is an image showing the behavior of the reels when the push order minor prize is won during the AT state and inside the bonus. [Fig. 140] Figure 140 is an image showing the behavior of the reels when the push order minor prize is won during the AT state and inside the bonus. [Fig. 141]Figure 141 is an image showing the behavior of the reels when the push order minor prize is won during the AT state and inside the bonus. [Fig. 142] FIG. 142 is a diagram 1 relating to the lighting of a bet lamp, which is applicable to the gaming machine according to the present specification. [Fig. 143] FIG. 143 is a diagram 2 showing the lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Fig. 144] FIG. 144 is FIG. 3 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Fig. 145] FIG. 145 is a diagram regarding an increase in the number of credits that can be applied to the gaming machine according to the present specification. [Fig. 146] FIG. 146 is a diagram of a lamp provided on a front door that can be applied to the gaming machine according to the present specification. [Fig. 147] FIG. 147 is FIG. 2 of a lamp provided on a front door that can be applied to the gaming machine according to this specification. [Fig. 148] FIG. 148 is a diagram 1 relating to a reel stopping operation that can be applied to the gaming machine according to the present specification. [Figure 149] FIG. 149 is FIG. 2 relating to a reel stopping operation that can be applied to the gaming machine according to the present specification. [Fig. 150] FIG. 150 is a perspective view of a gaming machine applicable to the gaming machine according to the present specification with the door open. [Fig. 151] FIG. 151 is a diagram showing a motor drive board applicable to the gaming machine according to the present specification. [Fig. 152] FIG. 152 is a diagram of a harness applicable to the gaming machine according to this specification. [Fig. 153] FIG. 153 is a diagram showing a medal selector and a chute main body that can be applied to the gaming machine according to this specification. [Fig. 154] FIG. 154 is a diagram showing an insertion acceptance sensor applicable to the gaming machine according to this specification. [Fig. 155] FIG. 155 is a partial perspective view of a gaming machine applicable to the gaming machine according to the present specification with the door open. [Fig. 156] FIG. 156 is a plan view of a gaming machine applicable to the gaming machine according to the present specification, with the door open. [Fig. 157] FIG. 157 is an image diagram showing various cross-sectional shapes of the cord portion of a power cord DK that can be applied to the gaming machine according to this specification. [Fig. 158] FIG. 158 is a plan view of a gaming machine applicable to the gaming machine according to this specification with the door closed. [Fig. 159] FIG. 159 is a plan view of a gaming machine applicable to the gaming machine according to the present specification, with the door open. [Fig. 160] FIG. 160 is an image diagram showing an inclined portion of the cabinet body that can be applied to the gaming machine according to this specification. [Fig. 161] FIG. 161 is an image diagram showing the relationship between the length LHN of the portion between the clamps in the harness and the length LHT of the hook tube. [Fig. 162] FIG. 162 is an image diagram showing the types of clamps that can be applied to the gaming machine according to this specification. [Fig. 163] FIG. 163 is an image showing a power failure information screen and a demo screen that can be applied to the gaming machine according to this specification. [Fig. 164] FIG. 164 is a perspective view showing a reel unit applicable to the gaming machine according to the present specification. [Fig. 165] FIG. 165 is a side view showing a reel and a reel back lamp applicable to the gaming machine according to the present specification. [Fig. 166] FIG. 166 is a front view showing the inside of a reel applicable to the gaming machine according to the present specification. [Fig. 167] FIG. 167 is an image diagram of a printing method that can be applied to the gaming machine according to this specification. [Fig. 168] FIG. 168 is an image diagram of printing on a reel tape that can be applied to the gaming machine according to the present specification. [Fig. 169] FIG. 169 is an image diagram of a relief area in a reel tape that can be applied to the gaming machine according to the present specification. [Fig. 170] FIG. 170 is an image diagram of a reel back lamp and a reel tape that can be applied to the gaming machine according to this specification. [Fig. 171] FIG. 171 is an image diagram of a reel back lamp and a first guard portion that can be applied to the gaming machine according to the present specification. [Fig. 172] FIG. 172 is a functional block diagram of a medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 173] FIG. 173 is an example of the connection cable communication content for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 174] FIG. 174 is an example of a gaming machine information notification command for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 175] FIG. 175 is an example of a counting notification command for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 176] FIG. 176 is an example of a lending notification command for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 177] FIG. 177 is an example of a loan receipt result response command for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 178] FIG. 178 shows a flow of a gaming machine information notification command for a medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 179] FIG. 179 shows a flow of a lending notification command for a medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 180] FIG. 180 shows a flow of a lending notification command for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 181] FIG. 181 shows a flow of a lending notification command for the medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 182] FIG. 182 shows a flow of a counting notification command for a medal-less reel-type gaming machine according to the fifth embodiment. [Fig. 183]FIG. 183 shows a flow relating to a rental communication abnormality in the fifth embodiment. [Fig. 184] FIG. 184 shows a flow relating to a rental communication abnormality in the fifth embodiment. [Fig. 185] FIG. 185 shows a flow relating to a rental communication abnormality in the fifth embodiment. [Fig. 186] FIG. 186 is a main flow chart on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 187] FIG. 187 is a main flow chart on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 188] FIG. 188 is a flowchart of the power-off processing on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 189] FIG. 189 is a flowchart of the timer interrupt processing on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 190] FIG. 190 is a flowchart of a game medal count check process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 191] FIG. 191 is a flowchart of the gaming machine information management process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 192] FIG. 192 is a flowchart of the HC·fraud monitoring information setting process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 193] FIG. 193 is a flowchart of the counting control process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 194] FIG. 194 is a flowchart of the count button check process on the payout control board in the medal-less gaming machine according to the sixth embodiment. [Fig. 195] FIG. 195 is a flowchart of the lending notification receiving process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Fig. 196] FIG. 196 is a flowchart of the communication abnormality check process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 197] FIG. 197 is a flowchart of the lending control process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 198] FIG. 198 is a flowchart of timer interrupt processing on the main control board side in the gaming machine according to the seventh embodiment. [Figure 199] FIG. 199 shows a system flow 1 regarding commands transmitted from the main control board in the gaming machine according to the seventh embodiment. [Figure 200] FIG. 200 shows a flow 2 regarding commands transmitted from the main control board in the gaming machine according to the seventh embodiment. [Figure 201] FIG. 201 is a side view of a reel in the gaming machine according to the eighth embodiment. [Fig. 202] FIG. 202 is a front view of a reel unit in the gaming machine according to the eighth embodiment. [Fig. 203] FIG. 203 is a cross-sectional view of a reel in the gaming machine according to the eighth embodiment. [Fig. 204] FIG. 204 is a diagram relating to a reel motor in the gaming machine according to the eighth embodiment. [Fig. 205] FIG. 205 is a diagram showing the main control board in the gaming machine according to the ninth embodiment. [Fig. 206] FIG. 206 is a diagram relating to a harness in the gaming machine according to the ninth embodiment. [Fig. 207] FIG. 207 is a front view of a pachinko game machine according to the tenth embodiment. [Fig. 208] Figure 208 is a rear view of the pachinko game machine according to the tenth embodiment. [Fig. 209] FIG. 209 is an oblique view of a prize ball payout unit of a pachinko game machine according to the tenth embodiment. [Fig. 210]FIG. 210 is an operational diagram of the prize ball payout unit of the pachinko game machine according to the tenth embodiment. [Fig. 211] FIG. 211 is a diagram showing the overall electrical configuration of a pachinko game machine according to the tenth embodiment. [Fig. 212] FIG. 212 is a flowchart of the main processing on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 213] Figure 213 is a flowchart of timer interrupt processing on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 214] Figure 214 is a flowchart of the NMI interrupt processing (when power is cut off) on the main control board side in the pachinko machine according to the tenth embodiment. [Fig. 215] Figure 215 is a flowchart of the prize ball payout command transmission control process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 216] Figure 216 is a flowchart of the payout control board transmission control processing on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 217] Figure 217 is an image diagram showing the prize ball payout command and payout-related information on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 218] Figure 218 is a flowchart of the payout control board reception control processing on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 219] Figure 219 is a flowchart of the auxiliary game content determination random number acquisition process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 220] Figure 220 is a flowchart of the ball entry detection process on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 221] Figure 221 is a flowchart of the auxiliary game start ball entry detection process on the main control board side in the pachinko game machine related to the tenth embodiment. [Fig. 222]Figure 222 is a flowchart of the main game start ball entry detection process on the main control board side in a pachinko game machine according to the tenth embodiment. [Fig. 223] FIG. 223 is a flowchart of the first (second) big winning opening ball detection process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 224] Figure 224 is a flowchart of the general winning slot ball entry detection process on the main control board side in the pachinko game machine related to the 10th embodiment. [Fig. 225] Figure 225 is a flowchart of the ejected ball detection process on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 226] Figure 226 is a flowchart of the out-gate ball detection process on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 227] Figure 227 is a flowchart of the number of winning balls determination process on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 228] Figure 228 is a flowchart of the electric device drive determination process on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 229] Figure 229 is a flowchart of the main game content determination random number acquisition process on the main control board side in a pachinko gaming machine according to the tenth embodiment. [Fig. 230] FIG. 230 is a flowchart of the main game symbol display processing on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 231] FIG. 231 is a flowchart of the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 232] FIG. 232 is a main game table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 233]Figure 233 is a flowchart of the specific game end determination process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 234] Figure 234 is a flowchart of special game control processing on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 235] Figure 235 is a flowchart of the game status determination process after the special game ends on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 236] FIG. 236 is a flowchart of the special game operation condition determination process on the main control board side in the pachinko game machine according to the tenth embodiment. [Fig. 237] Figure 237 is a flowchart of the fraud detection information management process on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 238] Figure 238 is a flowchart of error management processing on the main control board in a pachinko game machine according to the tenth embodiment. [Fig. 239] Figure 239 is a flowchart of the launch control signal output processing on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 240] FIG. 240 is a flowchart of the external signal output processing on the main control board in the pachinko game machine according to the tenth embodiment. [Fig. 241] FIG. 241 is a rear view of the circulation mechanism on the rear side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 242] FIG. 242 is a perspective view of the circulation mechanism on the rear side in the enclosed type gaming machine according to the eleventh embodiment. [Fig. 243] FIG. 243 is a perspective view of the circulation mechanism on the front side in the enclosed type gaming machine according to the eleventh embodiment. [Fig. 244] FIG. 244 is a main flow chart showing the general processing flow performed by the main control board M in the enclosed type gaming machine according to the 11th embodiment. [Fig. 245]Figure 245 is a flowchart of the checksum creation process outside the main control area on the main control board M side in an enclosed gaming machine according to the 11th embodiment. [Fig. 246] Figure 246 is an image diagram showing the generation of checksum data on the main control board M side in the enclosed gaming machine according to the 11th embodiment. [Fig. 247] FIG. 247 is a flowchart of the timer interrupt processing on the main control board M side in the enclosed gaming machine according to the 11th embodiment. [Fig. 248] FIG. 248 is a main flow chart showing the general processing flow performed by the frame control board W in the enclosed type gaming machine according to the 11th embodiment. [Fig. 249] Figure 249 is a flowchart of the initial processing when power is restored on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 250] FIG. 250 is a flowchart of processing at the time of frame control power interruption on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 251] Figure 251 is a flowchart of the checksum creation process outside the frame control area on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Fig. 252] FIG. 252 is a flowchart of the frame control board side interrupt processing on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 253] FIG. 253 is a flowchart of the counting notification control process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 254] FIG. 254 is an operational diagram regarding the launch and counting of game balls in the enclosed game machine according to the 11th embodiment. [Figure 255] FIG. 255 is a flowchart of the motor control process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 256] FIG. 256 is a flowchart of the retry count management process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 257] FIG. 257 is a flowchart of the second error monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 258] Figure 258 is a flowchart of the under- or over-error monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 259] Figure 259 is an image diagram regarding an under- or over-error on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Fig. 260] FIG. 260 is an image diagram showing an under- or over-error on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Fig. 261] Figure 261 is a flowchart of the grape ball monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 262] Figure 262 is a flowchart of the motor abnormality monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Fig. 263] FIG. 263 is an operational diagram of the automatic launch of game balls in the enclosed game machine according to the 11th embodiment. [Fig. 264] FIG. 264 is an image diagram of an under- or over-error that can be applied to the enclosed gaming machine according to the 11th embodiment. [Fig. 265] FIG. 265 is a front view of the game board of the gaming machine according to the twelfth embodiment. [Fig. 266] Figure 266 is a perspective view of the special prize opening unit in the gaming machine according to the twelfth embodiment. [Fig. 267] FIG. 267 is a front view of the special prize opening unit in the gaming machine according to the twelfth embodiment. [Fig. 268] Figure 268 is a side view of the right-hand hitting inclined surface in the gaming machine according to the twelfth embodiment. [Fig. 269] FIG. 269 is a front view and a side view of the first main game start hole unit in the gaming machine according to the twelfth embodiment. [Fig. 270]FIG. 270 is a front view and a side view of the first main game starting hole unit in the gaming machine according to the twelfth embodiment. [Fig. 271] FIG. 271 is a rear view of the circulation mechanism on the rear side in the gaming machine according to the twelfth embodiment. [Fig. 272] FIG. 272 is a side view of the sub-input buttons in the gaming machine according to the twelfth embodiment. [Fig. 273] FIG. 273 is a diagram showing the operation table in the gaming machine according to the thirteenth embodiment. [Fig. 274] FIG. 274 is a side view of the total score display unit in the gaming machine according to the thirteenth embodiment. [Fig. 275] Figure 275 is a side view of the lower tray in the gaming machine according to the thirteenth embodiment. [Fig. 276] FIG. 276 is a side view of the rear surface of a molding in the gaming machine according to the fourteenth embodiment. [Fig. 277] FIG. 277 is a side view of the rear surface of a molding in the gaming machine according to the fourteenth embodiment. [Fig. 278] FIG. 278 is a front view and a side view of a metal plate in the gaming machine according to the fourteenth embodiment. [Fig. 279] FIG. 279 is a perspective view of a metal plate in the gaming machine according to the fourteenth embodiment. [Fig. 280] Figure 280 is a front view and a side view of the earthing part etc. in the gaming machine according to the 14th embodiment. [Fig. 281] Figure 281 is an image diagram of a sticker that can be applied to the gaming machine according to this specification. [Fig. 282] Figure 282 is an oblique view and a side view of a front door that can be applied to the gaming machine of this specification. [Fig. 283] Figure 283 is a top view of the surface of the main control board in the gaming machine according to the fifteenth embodiment. [Fig. 284] Figure 284 is a top view of the back side of the main control board in the gaming machine related to the 15th embodiment. [Fig. 285]Figure 285 is a rear view of the gaming machine according to the sixteenth embodiment. [Fig. 286] Figure 286 is a side view of the gaming machine according to the sixteenth embodiment. [Fig. 287] Figure 287 is a side view of the outer frame of the gaming machine according to the sixteenth embodiment. [Fig. 288] Figure 288 is a diagram of a protective cover in the gaming machine according to the sixteenth embodiment. [Fig. 289] Figure 289 is an image diagram of clock signals in the gaming machine according to the 17th embodiment. [Fig. 290] Figure 290 is an image diagram of seven segments in the gaming machine according to the seventeenth embodiment. [Fig. 291] FIG. 291 is a diagram showing the opening of a big prize opening that can be applied to the gaming machine according to this specification. [Fig. 292] FIG. 292 is a diagram of a hammer arm applicable to the gaming machine according to the present specification. [Fig. 293] FIG. 293 is a diagram of a hammer arm applicable to the gaming machine according to the present specification. [Fig. 294] Figure 294 is a diagram of a hammer arm that can be applied to the gaming machine of this specification. [Fig. 295] Figure 295 is a diagram of a hammer arm that can be applied to the gaming machine of this specification. [Fig. 296] Figure 296 is a diagram showing the launch of a gaming ball, which is applicable to the gaming machine according to this specification. [Fig. 297] Figure 297 is a diagram of an outer rail that can be applied to the gaming machine of this specification. [Figure 298] Figure 298 is a diagram of a life nail that can be applied to the gaming machine of this specification. [Figure 299] FIG. 299 is a diagram showing sound effects that can be applied to the gaming machines described in this specification. [Figure 300] FIG. 300 is a diagram relating to a sound output period that can be applied to the gaming machine according to this specification. [Fig. 301] FIG. 301 is a diagram showing sound output in two channels applicable to the gaming machine according to the present specification. [Fig. 302] FIG. 302 is a diagram regarding music selection that can be applied to the gaming machine according to this specification. [Fig. 303] FIG. 303 is a diagram regarding background music that can be applied to the gaming machine according to this specification. [Fig. 304] FIG. 304 is a diagram regarding the tone of sounds applicable to the gaming machine according to this specification. [Fig. 305] FIG. 305 is a diagram showing a seal step portion that can be applied to the gaming machine according to this specification. [Fig. 306] FIG. 306 is a diagram showing a board storage area that can be applied to the gaming machine according to this specification. [Fig. 307] FIG. 307 is a diagram of a setting keyhole that can be applied to the gaming machine according to this specification. [Fig. 308] FIG. 308 is a diagram of a setting keyhole that can be applied to the gaming machine according to this specification. [Fig. 309] FIG. 309 is a diagram showing a left stop button applicable to the gaming machine according to the present specification. [Fig. 310] FIG. 310 is a diagram showing a left stop button applicable to the gaming machine according to the present specification. [Fig. 311] FIG. 311 is a diagram showing a back lamp unit applicable to the gaming machine according to this specification. [Fig. 312] FIG. 312 is a diagram of a reel that can be applied to the gaming machine according to this specification. [Fig. 313] FIG. 313 is a diagram showing the maximum frequency applicable to the gaming machine according to this specification. [Fig. 314] FIG. 314 is a diagram showing the maximum frequency applicable to the gaming machine according to this specification. [Fig. 315] FIG. 315 is a diagram regarding sound pitch that can be applied to the gaming machine according to this specification. [Fig. 316]Figure 316 is a diagram showing the maximum frequency of the settlement sound applicable to the gaming machine according to this specification. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] First, the meaning of each term in this specification will be explained. A "random number" is a random number used in a lottery (a lottery by electronic computer, sometimes called a lottery) to determine the content of a game in a slot machine, and includes pseudo-random numbers in addition to random numbers in the narrow sense (for example, random numbers include hard random numbers, built-in random numbers generated by a main control chip including a CPU, and pseudo-random numbers include software random numbers). For example, so-called "basic random numbers" that affect the outcome of a game, specifically, "winning random numbers" related to special roles for moving to a special game and winning roles (small roles, replay roles), etc. can be mentioned. A "CPU" is synonymous with a well-known term in this industry, and is not limited in any way to the architecture (CISC, RISC, number of bits, etc.) or processing performance used. "Power interruption (power cut)" refers to the power supply voltage supplied to the gaming machine dropping below a certain level, regardless of whether the power switch on the gaming machine is operated or not, and includes the cutoff of the power supply due to unforeseen circumstances such as damage to the power supply unit or a power outage. "ROM" is synonymous with what is well known in the industry, and stores information physically (for example, when a current for reading data is applied, if the element configuration is conductive, it becomes "1", and if the element configuration is non-conductive, it becomes "0"). "RAM" is synonymous with what is well known in the industry, and stores information electrically (for example, when a current for reading data is applied, if the charge is stored, it becomes "1", and if the charge is not stored, it becomes "0". It is generally configured so that a backup power source is supplied to some or all of the data stored in the RAM in the event of a power cut).Examples of the "game state" include a special game state in which game medals are easy to obtain and which is advantageous to the player (a so-called jackpot game, which may be referred to as bonus operation, type 1 BB operation, when type 1 BB is operating, when type 2 BB is operating, when type 2 BB is operating, etc.), an internal state in which a bonus win is carried over (which may be referred to as type 1 BB internal, when type 2 BB is internal, etc.), a re-play probability variable game state (RT state) in which the winning rate of the re-play role is higher (or lower) than in a normal game state in which the winning rate of the re-play role is a predetermined value, an AT (assist time) state in which the stopping order and stopping position (which may be referred to as the stopping operation mode) of the reels for winning the winning role can be notified, an ART (assist replay time) state in which the RT state and the AT state are combined, an advantageous zone in which AT-related processing can be executed and a normal zone in which AT-related processing is not executed, etc. Also, in the normal game state, there are RT state, AT state (sometimes called "AT game state", "AT state", "notification state", or sometimes simply called "AT". Also, the state that is not in the AT state is sometimes called "non-AT game state", "non-AT state", "non-notification state", or sometimes simply called "non-AT".), and notifying the stop operation mode in the AT state is sometimes called "executing AT", "executing navigation", "executing instructions", "executing push order navigation", "executing notification game", etc. Examples include a high probability normal game state, a low probability normal game state, etc. (called a lottery state in this example) with different lottery probabilities for transition to the ART state. Also, there is no problem if the game states are combined {furthermore, there is no problem if these game states and functions (for example, the lottery for transition to the AT state and the output of notification instructions regarding the reel stop order, etc.) are all implemented on the main control board side that controls the game progress}. In this example, the AT-related state and the RT-related state are described separately, and the RT-related state is called "RT1" and the AT-related state is called "normal game state", but the RT-related state and the AT-related state may be collectively called the ART-related state, and the ART-related state may be called "normal game state". "Winning role" is the type of condition device (or condition device number) that was won by the internal lottery (sometimes called the internal lottery).The "notification state" is a state related to the AT in which the push order navigation described later can be executed, and even in a game in which a condition device in which the push order navigation is not executed because the winning combination does not differ depending on the reel stop order is won, if the state related to the AT is in a state in which the push order navigation can be executed, the "notification state" is configured to be set. The "counter value" is also called the "number of possible notification games" and is the number of remaining games in the AT or the counter value of the AT counter M60 described later. For example, when the "number of possible notification games" is 1 or more (including the game in question that has become "0"), the push order navigation described later can be executed. In addition, as the "number of possible notification games", the difference in the number of game media (the number of paid out sheets minus the number of sheets inserted) obtained based on the winning of a small combination (mainly the push order bell combination) or the number of times the push order bell combination is won may be adopted. In addition, the "special notification state" is a state related to the AT that is most advantageous to the player, and in this example, it is called the "addition specialization state". The "predetermined game state" may be any one or a combination of all the game states and notification states described in this example. The "specific condition" is a condition that can subtract the AT counter value, for example, one game is completed, a predetermined role (for example, a push order bell role) is won, etc. are the specific conditions. The "first type special role" is a role that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that a condition device related to winning for each specified number will operate, and can operate in a predetermined case and continue to operate until a game result not exceeding 12 times is obtained, and may be called RB (regular bonus). The "first type special role continuous operation device" is a device that can operate the first type special role continuously, and operates when a specific combination of symbols is displayed and ends operation in a predetermined case, and may be called BB (big bonus) or first type BB. A "Type 2 special device" is a device that activates a condition device related to winning regardless of the result of the role lottery, and is activated in a predetermined case and stops when the result of one game is obtained. It is sometimes called CB (Challenge Bonus).The "second-class special consecutive operation device" is a device that can operate the second-class special device consecutively, and it operates when a specific combination of symbols is displayed and ends its operation when a predetermined event occurs. It is sometimes called MB (middle bonus) or second-class BB. The "normal device" is a device that increases the number of combinations of symbols related to winning every specified number, or increases the probability that the condition device related to winning every specified number will operate. It operates when a specific combination of symbols is displayed and ends its operation when the result of one game is obtained. It is sometimes called SB (single bonus). The "all JACIN type" is a configuration in which the first-class BB role is considered to have been JACINed when it wins, and the first-class BB is always in RB during its execution. The "JACIN lottery type" is a configuration in which non-RB and RB are repeatedly executed during the execution of the first-class BB. In addition, an "uncontrolled reel" is a reel in a state in which the reel pull control that may be executed after a stop operation is performed is not executed, and the reel is in a state in which it stops at the closest reel position possible from the reel position where the stop operation was accepted. An "all CB type" is a configuration in which the reel is always in CB when a second type BB is executed. A "CB transition lottery type" is a configuration in which the reel is repeatedly switched between not in CB and in CB when a second type BB is executed.
[0009] "Going in" includes not only winning, where a prize ball is paid out, but also passing through to a "through chucker" where no prize ball is paid out.
[0010] The "identification information" may be in any form as long as the type of information can be identified through the five senses (sight, hearing, touch, etc.), but preferably it is visual, for example, it is in the form of numbers, letters, patterns, etc. In addition, in this specification, the "identification information" may be called the main game pattern, special pattern (toku-zu) or decorative pattern (sou-zu), but the "special pattern (toku-zu)" is identification information that is displayed and controlled by the main control board, and the "decorative pattern (sou-zu)" is identification information displayed as a performance by the sub-control board. "Capable of displaying identification information" is not limited to the display method, and examples include light emission (including not only the presence or absence of light emission but also differences in color) of light-emitting means (e.g., liquid crystal, LED, 7-segment) and physical display (for example, displaying a pattern drawn on a reel band at a predetermined position).
[0011] "Presentation" refers to the display content that enhances the entertainment value of the game, such as changing or stopping identification information, previews, etc., as well as moving images such as animation or live action, still images such as pictures, photographs, and text, or combinations of these.
[0012] The "open state" and "closed state" refer to, for example, in the configuration of a typical large prize opening (so-called attacker), the open state = a state where it is easy to win a prize, and the closed state = a state where it is not easy to win a prize. Also, for example, in a configuration (so-called tongue-type attacker) that can take a state where it protrudes from the game board (player side) (hereinafter sometimes referred to as the advancing state) and a state where it retracts into the game board (opposite the player side) (hereinafter sometimes referred to as the retreating state), the advancing state = a state where it is easy to win a prize, and the retreating state = a state where it is not easy to win a prize.
[0013] A "random number" is a random number used in a lottery (a lottery by a computer) to determine the content of a game in a pachinko game machine, and includes pseudo-random numbers in addition to random numbers in the narrow sense (for example, hard random numbers as random numbers and software random numbers as pseudo-random numbers). For example, there can be mentioned the so-called "basic random numbers" that affect the outcome of a game, specifically, the "winning random number (random number for winning or losing lottery)" related to the transition to a special game, the "variation mode determining random number" for determining the variation mode (or variation time) of the identification pattern, the "pattern determining random number" for determining the stopping pattern, and the "winning pattern determining random number" for determining whether or not to transition to a specific game (for example, a probability variable game) after a special game. It is not necessary to use all of these random numbers when determining the content of the variation mode or the content of the fixed identification information, and it is sufficient to use at least one random number that is the same as or different from each other. Also, in this specification, the number of random numbers may be expressed as the number of random numbers or multiple random numbers, but a random number obtained by a single ball entering the ball entry hole (e.g., the starting ball entry hole) that triggers the acquisition of a random number is referred to as one random number (i.e., in the above example, a bundle of random numbers consisting of the winning random number + the variation mode determining random number + the symbol determining random number, etc. is referred to as one random number). Also, for example, one type of random number (e.g., a winning random number) may also serve as another type of random number (e.g., a symbol determining random number).
[0014] In the case of a pachinko game machine, the "game state" refers to any one or more combinations of a special game state in which the large winning port can be opened, a probability-varying game state in which the probability of drawing a lottery for a transition to the special game state is higher than a non-probability-varying game state in which the probability of drawing a lottery for a transition to the special game state is a predetermined value, an auxiliary game state in which there is assistance for winning at the starting port which triggers the lottery for a transition to the special game (a so-called normal pattern time-saving state, for example, when a variable member is attached to the starting port, the opening period of the variable member is long, the probability of winning when the variable member is opened is high, and the time for announcing the result of the lottery for opening the variable member is short), a time-saving game state in which the time for the identification information to change is relatively shorter than in a non-time-saving game state, etc.
[0015] The "play area" is an area in which the game ball can roll, and is not limited to the area in front of the game board D35 (as seen by the player), but may be an area in which the game ball can roll, including both the back side of the game board D35 (as seen by the player) and the front side of the game board D35 (as seen by the player). "Left hitting" refers to hitting the game ball by adjusting the shooting strength of the game ball so that the game ball flows down the left side of the game area D30 (left hitting route ML10), which will be described later. "Right hitting" refers to hitting the game ball by adjusting the shooting strength of the game ball so that the game ball flows down the right side of the game area D30 (right hitting route MR10), which will be described later. In addition, the "left hitting area" refers to the area on the left side of the game area D30 when the center of the game area is used as a reference. The "right hitting area" refers to the area on the right side of the game area D30 when the center of the game area is used as a reference.
[0016] It should be noted that the following embodiment is merely an example, and the location and function of each means, the order of each step in various processes, the timing of turning on and off flags, the names of means responsible for the processes of each step, etc. are not limited to the following aspects. Furthermore, the above-mentioned embodiment and modified examples should not be interpreted as being limited to be applied to a specific thing, and any combination is acceptable. For example, a modified example of a certain embodiment should be understood as a modified example from another embodiment, and even if a certain modified example and another modified example are described independently, it should be understood that a combination of the certain modified example and the other modified example is also described.
[0017] <<<First embodiment>>> Before describing each component, the characteristics (outline) of the reel type gaming machine P according to the first embodiment will be described. Each component will be described in detail below with reference to the drawings.
[0018] First, the basic structure of the front side of the reel type gaming machine P according to the first embodiment will be described with reference to Fig. 1 (part of the configuration is shown in Fig. 2). The reel type gaming machine P is mainly composed of a front door, a rear box (also called a cabinet or base), and a reel unit, a hopper device, a power supply unit E, a main control board M (a board on which a main control chip C including a CPUMC is mounted), and a sub-control board S (a board on which a sub-control chip SC including a CPUSC is mounted). Each of these will be described in order below.
[0019] <Front door DU> The front door DU includes a mechanism for making the game state visible, a mechanism for making it possible to input game media, a mechanism for operating the reel unit, and other mechanisms. Specifically, as mechanisms for making the game state visible, a reel window D160, an insertion number indicator D210, a start lamp D180, a replay lamp D290, an insertion possible lamp D300, a special game state indicator D250, a credit number indicator D200, a payout number indicator (push order indicator) D270 (sometimes referred to as a push order indicator D270), an AT counter value indicator D280, a favorable zone indicator YH, and the like are attached. In addition, as mechanisms for making it possible to input game media and the number of bets (number of bets), a medal insertion slot D170 and a bet button D220 are attached, and as a mechanism for making it possible to pay out the inserted game media, a settlement button D60 is attached. And, as mechanisms for operating the reels, a start lever D50 and a stop button D40 are attached. The slot machine in the first embodiment is provided with a console that protrudes toward the player and on which the start lever D50, stop button D40, medal slot D170, bet button D220, settlement button D60, sub-input button SB, cross key SB2, etc. are attached. Each element will be described in detail below.
[0020] <Mechanism for visually checking the game status> Next, the main part of the mechanism for making the game status visible will be described. The reel window D160 is a transparent member made of synthetic resin or the like that constitutes a part of the front door DU, and is configured so that the reel unit installed in the gaming machine frame can be seen through the reel window D160. The insertion number indicator lamp D210 is composed of three LEDs, and is configured so that the same number of LEDs as the number of medals currently bet (the number of medals required to start one game) are lit up. Specifically, the insertion number indicator lamp D210 is composed of three LEDs (lamps): a 1 bet lamp D211, a 2 bet lamp D212, and a 3 bet lamp D213. When one game medal has been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is turned off, and the 3 bet lamp D213 is turned off. When two game medals have been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is lit, and the 3 bet lamp D213 is turned off. When three game medals have been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is lit, and the 3 bet lamp D213 is lit (this does not apply to the next game after the replay has been stopped; details will be described later). The start lamp D180 is made of an LED and is configured to light when the operation of the start lever D50 is valid (operation is accepted) and to turn off when the operation of the start lever D50 is invalid (operation is not accepted). The replay lamp D290 is made of an LED and is configured to light when the replay is stopped and to turn off when the next game after the replay is stopped is completed. The insertion possible lamp D300 is configured to light (or flash) when the insertion of a game medal into the medal insertion slot D170 is valid or the operation of the bet button D220 is valid, and to turn off when the insertion of a game medal is invalid or the operation of the bet button D220 is invalid. The special game state display device D250 is made of a 7-segment display and is configured to display the total number of payouts paid out during the special game.In addition, the special game status display device D250 may not be provided, and in such a case, the total number of payouts can be displayed on the performance display device S40 (sometimes called the second information display unit) described later, so that the player can recognize the total number of payouts paid out during the special game, making the gaming machine user-friendly. Also, the credit number display device D200 is made up of a 7-segment display, and is configured to display the total number of medals (credit number) stored in the gaming machine as the player's medals. The payout number display device (push sequence display device) D270 is configured with a 7-segment display, and is configured to notify the player of the most advantageous reel stop sequence in a game in which a condition device in which the winning combination can differ depending on the number of game medals currently being paid out and the reel stop sequence (the stop sequence of the left stop button D41, the center stop button D42, and the right stop button D43) {a so-called push sequence role (sometimes called a role with push sequence), but when the winning combination or the symbol combination displayed and stopped are different, the profit rate (the number of payout medals, the RT state thereafter, etc.) given to the player is generally configured to be different} is established (the notification is sometimes called push sequence navigation). In this way, the payout number display device (push sequence display device) D270 is configured to execute two displays, the number of game medals currently being paid out and the reel stop sequence that will be most profitable to the player, and is configured in a display mode that does not allow the player to mistake which of the two displays is being executed, and the details of the display mode will be described later.In addition, the AT counter value display device D280 is configured to display the number of games that the player can stay in when playing according to the push order navigation display (in this example, it may be referred to as a push order navigation state or a notification game, and details will be described later) displayed on the push order display device D270 (sometimes referred to as the first information display unit) among the AT-related states (details will be described later), which is guaranteed when the game progresses according to the push order navigation display (in this way, the notification of the advantageous operation mode (stop operation mode) of the stop button to the player by the push order display device D270 may be referred to as "executing push order navigation", "executing AT", "executing navigation", "executing instructions", "executing notification game"). Note that the AT counter value display device D280 may not be provided, and in such a configuration, the number of games that can stay in the AT state may be displayed on the performance display device S40, so that the player can recognize the number of games in which the advantageous AT-related state is guaranteed, making it a user-friendly gaming machine. In addition, the payout number display device (push sequence display device) D270 may be configured to be divided into two devices: a payout number display device and a push sequence display device.
[0021] The advantageous zone indicator YH is made of LEDs, and is configured to light up when it is in the "advantageous zone" and to turn off when it is not in the "advantageous zone" (the timing of lighting and turning off will be described later). Here, in the reel type gaming machine according to this example, as in the conventional reel type gaming machine, it is possible to take a special gaming state (a so-called big win game, which corresponds to what is called a bonus game or a first type BB or a second type BB, etc.) in which it is easy to acquire gaming medals and is advantageous to the player, a replay probability variable gaming state (RT state) in which the winning rate of the replay role is higher (or lower) than the normal gaming state in which the winning rate of the replay role is a predetermined value, an AT (assist time) state in which the stopping order and stopping position of the reels for winning the winning role can be notified, an ART (assist replay time) state in which the RT state and the AT state are combined, etc., but in addition to these "gaming states", it is possible to set one of three "gaming zones", namely, a "normal zone", a "standby zone", and a "advantageous zone". In this example, a "standby section" is not set, and either a "normal section" or a "favorable section" is set as a game section. Among these, the "favorable section" is positioned as being relatively more favorable to the player than other "game sections", and for example, the "game state" being in an AT state or an ART state is associated with the "favorable section". That is, when the "game state" is in an AT state or an ART state, the favorable section indicator YH is turned on. As described later, the setting control of the "game section" is also performed on the main control board side that controls the game progress, just like the setting control of the "game state", so whether the game progress is relatively favorable to the player or not can be conveyed to the player without any lies by the lighting / unlighting status of the favorable section indicator YH.As described below, if the "advantageous zone" continues until it reaches a predetermined upper limit game number (for example, 1500 games), the "normal zone" is forcibly set, but at that time, the remaining AT-related state is also forcibly terminated (information for maintaining the AT state is cleared and initialized), so that the change in the "game zone" to be set can also affect the transition of the "game state", and this automatically prevents the "game state" such as the AT state and ART state, which have a relatively high degree of design freedom, from significantly increasing gambling. As described above, if the "advantageous zone" continues until it reaches a predetermined upper limit game number (for example, 1500 games), the "normal zone" is forcibly set, that is, the "advantageous zone" ends, but the end condition of the "advantageous zone" is not limited to this. The end conditions for the "favorable zone" in the reel-type gaming machine in this example are "execution of one push order navigation that can obtain the minor role that pays out the most among the minor roles that make up the push order role (role with push order) (for example, if the minor roles that make up the push order role are 7, 3, and 1, the push order navigation that can obtain the most number of coins, 7, is the push order navigation that can obtain the most number of coins, and if there is a push order role that can obtain 7 or 1 coin depending on the push order and a push order role that can obtain 3 coins depending on the push order, the push order navigation that can obtain 3 coins does not fall under the push order navigation referred to here)" or "winning either BB, RB, or MB" and "any end condition (non-winning (AT) in a 40G 1-set loop lottery, fixed 32G has passed (false premonition), etc.)" or "1500G of the favorable zone" is satisfied. In addition, in the case of a specification where there is no push order bell role (for example, a specification where there is a replay push order for transitioning to the RT state, but there is no minor role with a different payout number depending on the push order), the condition for ending the advantageous zone of "one push order navigation that can obtain the minor role with the largest payout number" is excluded. Also, in the first embodiment, the minor roles that make up the push order role are composed of minor roles including a minor role corresponding to an 11-coin role and a minor role corresponding to a 1-coin role, so "one push order navigation that can obtain the minor role with the largest payout number" refers to announcing a push order that can obtain 11 medals (a winning 11-coin role).
[0022] <Mechanism for enabling input of gaming media> Next, the main part of the mechanism for enabling input of the game medium will be described. The medal insertion slot D170 is an insertion slot for game medals, and when the medal reception state is enabled, the game medal inserted into the insertion slot is guided into the game machine. In addition, the game machine is provided with an insertion reception sensor D10s, a first insertion sensor D20s, and a second insertion sensor D30s as sensors for detecting insertion of medals, and is configured to detect the inserted medals as bet medals when it is determined that the game medals guided into the game machine have been inserted normally. In addition, the bet button D220 is configured to be operable by the player, and is configured to be able to bet the stored medals (credit medals) by operation. In addition, the settlement button D60 is configured to be operable by the player, and is configured to be able to pay back the stored medals (credit medals) and / or bet medals to the player by operation. The game medals paid back by operating the settlement button D60 are configured to be paid out to the discharge port D240.
[0023] <Mechanism for operating the reel unit> Next, the start lever D50 is configured to be operable by the player, and configured to be able to start the operation of the reels by the operation. Also, the stop button D40 is equipped with a left stop button D41, a center stop button D42, and a right stop button D43 that can be operated by the player, and configured to be able to stop the operation of the reels sequentially by operating each stop button.
[0024] <Other mechanisms installed in the front door DU> Next, the main parts of other mechanisms provided in the front door DU will be described with reference to the perspective view of the inside of the reel type gaming machine P with the front door DU opened in Fig. 2. The front door DU is provided with a mechanism for increasing the interest of the game, such as a performance display device S40 for displaying performances such as advance notice performances and background performances, a game effect lamp D26 (not shown) that can be lit in various lighting modes, a door board D for relaying signals, a medal selector DS for detecting inserted medals, a speaker S20 for outputting sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, which are members formed of synthetic resin or the like. The performance display device S40 is attached to the upper part of the back side of the front door DU so that the display unit that displays the performances and the like can be seen through the see-through area formed in the upper panel. The decorative lamp unit D150 and the LED lamp unit S10 have light sources that emit light according to the progress of the game on the reel type gaming machine P, and the decorative lamp unit D150 is provided on each of the right and left sides of the lower panel D140, and the LED lamp unit S10 is provided on each of the right and left sides of the upper panel D130 (the decorative lamp unit D150 and the LED lamp unit S10 are sometimes collectively referred to as the lamp unit). Also, a door board D is attached below the reel window D160 on the back of the front door DU, and this door board D has the function of a relay board that receives input signals such as the stop button D40, start lever D50, and settlement button D60, and outputs the input signals directly or after processing them to the main control board M described later. Also, a medal selector DS, which will be described in detail later, is provided near the door substrate D on the back side of the front door DU in correspondence with the medal insertion port D170, and has the function of detecting medals inserted from the medal insertion port D170 and performing simple authenticity checks, guiding proper medals to a hopper H40 described later, and returning improper medals to a medal receiving tray D230 described later. Furthermore, one speaker S20 is provided on each of the left and right sides below the door substrate D. The middle panel is the part above the operation desk and below the upper panel D130, and is the panel part including the reel window described above.The sub-input button SB and cross key SB2 attached to the operation console D190 are members used for operation on a menu screen described later, button rapid-fire effects on the sub-control board S (successfully pressing the sub-input button SB to execute effects related to whether or not a bonus has been won), and mini-games (for example, effects related to the success or failure of entering an "AT state"), etc. The front door DU of the slot machine P is provided with a medal tray D230 for receiving game medals (or simply medals) discharged from the discharge port D240, and a door switch D80 capable of detecting the open / closed state of the front door DU. The front door DU is provided with a keyhole D260, and is configured to be able to open the front door DU by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 {and twisting it in a predetermined direction (for example, clockwise)}. Furthermore, in the first embodiment, an error state (such as a door opening error) can be released by inserting the door key into the keyhole D260 {and twisting it in a predetermined direction (for example, counterclockwise)}. A bet button lamp S50 is provided inside the bet button D220, and the bet button lamp S50 is composed of an LED controlled by the sub-control board S. When the bet button lamp S50 lights up (or blinks), the player can perceive that the operation of the bet button D220 is valid. A stop button lamp S60 is provided inside the stop button D40 (provided for each of the three stop buttons, the left stop button D41, the center stop button D42, and the right stop button D43). The stop button lamp S60 is composed of an LED controlled by the sub-control board S, and when the stop button lamp S60 lights up (or blinks) and / or when the stop button lamp S60 lights up (or blinks), the player can perceive that the operation of the stop button D40 is valid.Furthermore, since the system is configured so that only the stop button lamp S60 corresponding to the valid stop button D40 lights up in a color corresponding to the valid stop button D40, for example, when the left stop button D41 is invalid, the middle stop button D42 is valid, and the right stop button D43 is valid, the stop button lamp S60 corresponding to the left stop button D41 is turned off, the stop button lamp S60 corresponding to the middle stop button D42 is turned on, and the stop button lamp S60 corresponding to the right stop button D43 is turned on, the lighting patterns of the three stop button lamps S60 can differ from one another. In addition, by varying the lighting color or lighting pattern of the stop button lamp S60 (such as lighting or blinking, or slow blinking or fast blinking), it may be possible to configure it so that it is easier for the player to determine which stop button should currently be operated to stop the game in which the push order navigation is executed. For example, when all reels are spinning and a push order bell is hit in which the push order bell is correct (maximum payout number) for the "left → middle → right" push order, the stop button lamp corresponding to the left stop button will blink in white, and the stop button lamps corresponding to the middle stop button and the right stop button will light up in blue, and if the player then operates the left stop button to stop the left reel, the stop button lamp corresponding to the left stop button will be turned off, the stop button lamp corresponding to the middle stop button will blink in white, and the stop button lamp corresponding to the right stop button will light up in blue.
[0025] Next, the rear box (also called cabinet or base) and each device installed in the rear box will be described. A reel unit is attached to the approximate center of the rear box so that a part of it can be seen through the reel window D160. The reel unit includes a reel M50 and a drive source (such as a stepping motor) for the reel M50. The reel M50 includes a left reel M51, a center reel M52, and a right reel M53. Here, each reel part is formed of synthetic resin or the like, and a plurality of patterns are drawn on the outer circumference of the reel part (on the reel band MO). And, it is configured so that each reel part can be rotated and stopped based on the operation of each stop button of the start lever D50 and the stop button D40. Although not shown, LEDs (hereinafter sometimes referred to as reel backlights) are provided inside the left reel M51, center reel M52, and right reel M53, and when the LEDs are turned on, the light transmitted through the outer periphery of the reel portion makes it appear as if the outer periphery of the reel portion is lit up. Also, above the reel M50, a reel board K (described later) for driving each reel (left reel M51, center reel M52, right reel M53) is stored.
[0026] In addition, above the reel M50, a main control board M, which controls the entire game, is stored, and to the left of the reel M50, a sub-control board S, which controls various effects performed using the effect display device S40, LED lamp unit S10, speaker S20, etc., shown in Fig. 1, is stored, which will be described later. The main control board M is connected to a setting key switch M20 used to execute a setting change device control process (to change settings), which will be described later, and a setting / reset button M30 that can change setting values, reset errors, etc. In Fig. 2, both the setting key switch M20 and the setting / reset button M30 are not shown, but they may be provided at an appropriate position on the board of the main control board M (i.e., they may be provided at a position where it is difficult for humans to access them unless the front door DU is opened).
[0027] Below the reel M50, there are provided a hopper H40 for collecting inserted game medals, a medal payout device H for paying out the game medals, and a power supply board E for supplying power to the entire reel type game machine P. The game medals paid out from the medal payout device H are paid out from a discharge port D240 through a coin shooter D90. In addition, a power switch E10 for turning on the power to the reel type game machine P is also provided on the front side of the power supply board E (sometimes referred to as a power supply unit E). The medal payout device H will be described in detail later.
[0028] <Medal Selector DS> Next, the medal selector DS will be described in detail with reference to Fig. 3. Fig. 3 is a perspective view showing the path (selector) of the game medal inserted into the medal insertion port D170 inside the reel type game machine P. The medal selector DS is provided with an insertion acceptance sensor D10s near the door board D, which serves as a passage for the game medal inserted from the medal insertion port D170, and below the insertion acceptance sensor D10s, a coin shooter D90 for guiding the game medal to the discharge port D240 and the like are provided. The insertion acceptance sensor D10s has a function of sorting the game medal inserted from the medal insertion port D170 mainly based on the size, and has a function of accepting only the game medal that meets the standard size, and the medal (or other foreign object) that is determined not to meet the standard size by this function is configured to be paid back to the discharge port D240 by the blocker D100. When a player inserts a medal before operating the start lever D50 (when medal insertion is enabled), the medal is selected by the insertion acceptance sensor D10s, and only medals that meet the standard are inserted into the hopper H40, while medals that do not meet the standard are returned to the discharge port D240 through the coin shooter D90. On the other hand, when a medal is inserted after the start lever D50 is operated (when medal insertion is not enabled), the inserted medal is returned to the discharge port D240 through the coin shooter D90 regardless of whether it meets the standard. In addition, a sensor related to medal insertion, which will be described later in detail, is provided inside the insertion acceptance sensor D10s (at the back of the flow path), and when a medal that meets the dimensional standard passes through, it is detected by the first insertion sensor D20s and the second insertion sensor D30s, and the signal is supplied to the main control board M, which will be described later.
[0029] Next, the sensor related to medal insertion will be described in detail. A gaming medal inserted into the medal insertion port D170 first passes through the insertion acceptance sensor D10s. The insertion acceptance sensor D10s is a mechanical double sensor, and when a gaming medal passes through, two protruding mechanisms are pressed down, turning on, and the gaming medal can pass through the passage normally. In addition, with this configuration, when a foreign object other than a gaming medal (a foreign object that does not meet the standards, for example, an object with a smaller diameter than a gaming medal) is inserted, the two protruding mechanisms are not pressed down. Such a medal cannot maintain an upright state, so it cannot pass through the passage (the medal falls down), and is paid out to the discharge port D240 through the coin shooter D90 as described above. In addition, the insertion acceptance sensor D10s is configured to be able to determine that an error has occurred (as a result, the blocker D100 can be turned off) even when the on time continues for a predetermined time or more.
[0030] When a gaming medal passes through the blocker D100 normally, it passes through the first insertion sensor D20s and the second insertion sensor D30s immediately after passing through. These insertion sensors (the first insertion sensor D20s and the second insertion sensor D30s) are composed of two sensors (placed adjacent to each other with a distance smaller than the standard diameter of the gaming medal), and are configured to be able to detect various errors by monitoring the on / off status of each sensor (the order in which the on / off combinations of the first insertion sensor D20s and the second insertion sensor D30s change, etc.) and the time that the sensors are on / off.
[0031] <Medal payout device H> Next, the medal payout device H will be described in detail using the front view and top view of the medal payout device H in FIG. 4. The medal payout device H operates when the settlement button is operated or when the game medals are paid out due to winning, with credits (game medals stored electronically inside the gaming machine) or bet medals (medals inserted to start playing) present. When operating, the hopper motor H80 is first driven to rotate the disk H50 around the disk rotation axis H50a. The rotation causes the game medals in the medal payout device H to displace the discharge biasing means H70 and flow down from the game medal outlet H60 to the discharge port D240. Furthermore, the dispensing sensor (first dispensing sensor H10s and second dispensing sensor H20s) is composed of two sensors, and is configured to be able to detect various errors by monitoring the on / off status of each sensor (such as the order in which the on / off combinations of the first dispensing sensor H10s and the second dispensing sensor H20s transition) and the time they are on / off. More specifically, for example, when passing normally through the game medal outlet H60, the displacement of the release biasing means H70 causes a sensor state transition from a state of first payout sensor H10s = off and second payout sensor H20s = off to a state of first payout sensor H10s = off and second payout sensor H20s = off → first payout sensor H10s = on and second payout sensor H20s = off → first payout sensor H10s = on and second payout sensor H20s = on → first payout sensor H10s = off and second payout sensor H20s = on → first payout sensor H10s = off and second payout sensor H20s = on → first payout sensor H10s = off and second payout sensor H20s = off. Therefore, an example can be configured so that if a movement contrary to this sensor state transition is detected, an error is generated.
[0032] Next, FIG. 5 is a list of basic specifications of the slot machine in the first embodiment. In the slot machine in the first embodiment, the prescribed number (the maximum number of game medals that can be bet in one game) is 3, the number of frames of the left reel M51, the center reel M52, and the right reel M53 is 20 frames each, and the effective line for winning is one line of "the upper left reel M51, the middle center reel M52, and the lower right reel M53". The maximum number of payouts is 11, and the minimum number of payouts is 1 (the correspondence between the winning combination and the payout number will be described later). In addition, the priority order of winning (priority order of drawing) is "replay combination → small combination (bell, watermelon, etc.) → bonus", and for example, when the replay combination and the bonus are established at the same time, the symbol combination that becomes the replay combination is stopped and the bonus cannot be won. Also, when bells and watermelons are formed, if the stop button is pressed in a position where both can be drawn (a position within 4 frames from the winning stop position), the small winning combination with the larger number of coins will be drawn in first. Note that the configuration shown in the figure is merely an example, and there is no problem even if the number of frames on each reel is changed (for example, changed to 21 frames), or the configuration of the effective lines is changed (for example, changed to 5 lines with 3 lines horizontally and 2 lines diagonally, or changed to 1 line on the bottom of the left reel M51, the middle of the center reel M52, and the top of the right reel M53). In particular, when a push order minor feature that gives different benefits to the player depending on the push order is won, the pull-in control is such that when the predetermined correct push order is used, priority is given to pulling in minor features with a large payout number (number priority control), and when the push order is used in an incorrect push order that is different from the correct push order, control is exercised to pull in the symbol that has the highest chance of winning (the symbol that has the highest chance of winning among the multiple symbol combinations that can win) among the symbols that can be stopped and displayed (positioned within four frames from the stop operation) (number priority control).
[0033] Next, FIG. 6 is a list of reel arrangements of a slot machine in the first embodiment. As shown in the figure, the number of frames of the left reel M51, the center reel M52, and the right reel M53 are all 20 frames (numbers 0 to 19), and the patterns are 10 types, namely, "black seven", "white seven", "sheep", "blank", "bell", "replay A", "replay B", "watermelon A", "watermelon B", and "cherry". Here, "blank" is a pattern included in a pattern combination that constitutes a winning role like other patterns, and does not mean a pattern that does not constitute a winning role. For example, a pattern combination that constitutes a winning role including "blank" is "watermelon B·replay A·blank" and is replay 02. Note that the configuration shown in the figure is merely an example, and there is no problem even if the types of patterns are increased, decreased, or changed.
[0034] Next, Fig. 7 to Fig. 9 are symbol combination lists 1 to 3 in the first embodiment. In the first embodiment, a plurality of symbol combinations exist for each condition device, and as described later, one of the symbol combinations is displayed on the pay line (the aforementioned one line) according to the stop order and stop positions of the left reel M51, the center reel M52, and the right reel M53. Even if the same type of symbol is not aligned on the pay line, it is configured so that the same symbol is likely to be aligned in a line on a line other than the pay line as seen by the player (in the case of watermelon, it is configured so that three watermelon symbols are aligned in a line somewhere on the reel, such as lining up in a horizontal line in the middle row). In addition, in the first embodiment, there are three symbol combinations that result in a first type BB role (a role continuous operation device related to the so-called first type special role, but hereinafter may be simply referred to as a BB role): "Sheep-Sheep-Sheep", which is a first type BB-A (RB-A is continuously operated and ends with the payout of more than 264 coins), "Black Seven-Black Seven-Black Seven", which is a first type BB-B (RB-B is continuously operated and ends with the payout of more than 132 coins), and "White Seven-White Seven-White Seven", which is a first type BB-C (RB-B is continuously operated and ends with the payout of more than 132 coins). In the first embodiment, when the first type BB role is won and the BB is executed (the role is activated), the system is configured to draw winning roles (minor roles, replay roles) other than the role during the execution of the BB by referring to one lottery table in all games during the BB (this is a method in which the table referred to when drawing roles during one BB execution is not switched, and may be referred to as an all-JACIN type hereinafter). The format of the first type BB role is not limited to this, and may be configured to switch the table referred to when drawing roles during one BB execution. Also, when the RT state is "RT1", if a symbol combination that becomes replay 04 corresponding to numbers 14 to 16 is stopped and displayed, the system is configured to transition to RT0 (the details of the RT state will be described later). Since "RT0" is a more disadvantageous RT state to the player than "RT1", the transition from "RT1" to "RT0" is sometimes referred to as falling.In addition, when a symbol combination that results in replay 05 corresponding to the 17th number is displayed, a "black seven" may be displayed in a stopped state on the bottom row of the left reel M51, middle reel M52 and right reel M53, and when a symbol combination that results in replay 05 corresponding to the 18th number is displayed in a stopped state on the bottom row of the left reel M51, middle reel M52 and right reel M53 (details will be described later). In addition, when the push order bell, which is the condition device of "Winning-A1" to "Winning-A6" described later, is won, if the reels are stopped in the push order most favorable to the player, the symbol combinations "Winning 01" to "Winning 03" corresponding to the numbers 21 to 27 will be displayed and 11 game medals will be paid out, while if the reels are stopped in a push order different from the most favorable push order for the player, the symbol combinations "Winning 08" to "Winning 11" corresponding to the numbers 39 to 56 will be displayed and 1 game medal will be paid out. Note that "-" in the figure indicates that any symbol may be displayed, and for example, if "Bell - Bell" corresponding to the number 23 is displayed on the pay line of the left reel M51 and the right reel M53, 11 game medals can be obtained regardless of which symbol is displayed on the pay line of the center reel M52 as long as the bell is displayed on the pay line of the left reel M51 and the right reel M53.
[0035] Next, FIG. 10 is a list of condition devices in the first embodiment. In the figure, the condition device number is called the winning number, and the condition device number may also be called the winning number hereafter. In the first embodiment, the replay role is provided from replay-A to replay-D3 (winning numbers 1 to 6), and the replay role displayed when stopped can be different depending on the stopping order and stopping position of the left reel M51, the center reel M52, and the right reel M53. Here, in the first embodiment, as shown in the rightmost column, "Condition Device", a plurality of types of condition devices can be displayed when stopped depending on the stopping order and stopping position of the left reel M51, the center reel M52, and the right reel M53, and among the plurality of types of condition devices, the condition devices with the same winning number are collectively shown in the third column from the right, "Condition Device (Name)". Specifically, for example, in the "replay-A" condition device corresponding to the winning number 1, three types of condition devices, "replay 01", "replay 02" and "replay 03", can be displayed in a stopped state depending on the stopping order and stopping positions of the left reel M51, the center reel M52 and the right reel M53. Note that the "condition device (name)" may be simply referred to as the condition device. Also, a condition device related to replay such as "replay 01" may be referred to as a replay role, a condition device that pays out game medals by winning such as "win 01" may be referred to as a minor role, and a condition device that starts BB by being displayed in a stopped state such as "1st type BB-A" may be referred to as a BB role. In addition, when the winning numbers 21 to 23 and 25 to 27 are won, the BB role and the small role will be won in combination. In such a case, when the left stop button D41, the middle stop button D42 and the right stop button D43 are operated at a position where the symbol corresponding to the winning small role can be stopped, the symbol corresponding to the BB role will not be stopped and the symbol corresponding to the small role will be stopped and displayed, whereas when the left stop button D41, the middle stop button D42 and the right stop button D43 are operated at a position where the symbol corresponding to the small role is not stopped and displayed (cannot be pulled in), the symbol corresponding to the BB role will be stopped and displayed, without the symbol corresponding to the small role.Specifically, for example, when the condition device "1 type BB-B+Winning-C" of the winning number 21 is won, either the cherry which is "Winning 12" or "Winning 13" or the black seven which is "1 type BB-B" can be stopped and displayed. More specifically, when the reels are stopped in the order of the left reel M51 → the center reel M52 → the right reel M53, (1) when the left stop button D41 is operated at the operation timing when the pattern numbers 0 to 4 (see the reel arrangement in FIG. 6) are located on the upper row of the left reel M51 at the first stop, the pattern number 4 corresponding to "Winning 12" stops on the upper row of the left reel M51, and "Winning 12" is stopped and displayed regardless of the stopping positions of the center reel M52 and the right reel M53. (2) When the left stop button D41 is operated at the operation timing when the symbol numbers 5 to 12 are located on the top of the left reel M51 at the first stop, the symbol numbers 6, 11, or 16 corresponding to "Winning 13" are stopped on the top of the left reel M51, and "Winning 13" is stopped and displayed regardless of the stopping positions of the center reel M52 and the right reel M53. (3-1) When the left stop button D41 is operated at the operation timing when the symbol numbers 13 to 19 are located on the top of the left reel M51 at the first stop, the symbol numbers 17 or 19 corresponding to "Type 1 BB-B" are stopped on the top of the left reel M51. (3-2) If the center stop button D42 is operated at the operation timing when the symbol numbers 14 to 18 are located in the middle of the center reel M52 at the second stop, the symbol number 18 corresponding to "1 type BB-B" will stop in the middle of the center reel M52, and then, if the right stop button D43 is operated at the operation timing when the symbol numbers 13 to 17 are located in the lower row of the right reel M53 at the third stop, the symbol number 17 corresponding to "1 type BB-B" will stop in the lower row of the right reel M53, and the BB role will be stopped and displayed. (3-3) If the center stop button D42 is operated at the operation timing when the symbol numbers 19 to 13 are located in the middle row of the center reel M52 at the second stop, the symbol number 18 corresponding to "1 type BB-B" will not stop in the middle row of the center reel M52, and neither of the condition devices will be stopped and displayed.
[0036] Next, in the "role" section, the role of the "condition device (name)" is illustrated. The "normal replay" corresponding to the winning number 1 is a condition device related to replay in which a replay role that does not transition to the RT state is stopped and displayed regardless of the order in which the stop buttons are pressed. The "reverse push white 7 replay" corresponding to the winning number 2 is a condition device related to replay in which a replay role that does not transition to the RT state is stopped and displayed regardless of the order in which the stop buttons are pressed. In this case, the reels are stopped in the order of M52 → M52 left reel M51, and by operating the stop button at the timing when the symbol numbers 18 to 2 on the right reel M53, the symbol numbers 9 to 13 on the center reel M52, and the symbol numbers 5 to 10 on the left reel M51 are located at the bottom of each reel, "white sevens" are displayed stopped at the bottom of the right reel M53, center reel M52, and left reel M51, so that the white sevens appear to be lined up at the bottom from the player's perspective. In addition, in a game in which the replay-B is won and the AT addition lottery is won, a performance instructing the player to aim for "white sevens" by pushing backwards (details will be described later) is executed, so that the player can be notified that the AT addition lottery has been won. The "Sequential Push Black Seven Replay" corresponding to winning number 3 is a condition device for replay in which a replay symbol that does not transition to RT state is displayed regardless of the order in which the stop button is pressed. By pressing the reels in order (stopping the reels in the order of left reel M51 → middle reel M52 → right reel M53), and operating the stop button at a timing when the symbol numbers 13 to 19 on the left reel M51, the symbol numbers 14 to 18 on the middle reel M52, and the symbol numbers 13 to 17 on the right reel M53 are located at the bottom of each reel, "black sevens" are displayed stopped at the bottom of the left reel M51, middle reel M52, and right reel M53, so that from the player's perspective, it appears that the black sevens are lined up in the bottom rows. Furthermore, in a game in which the player wins Replay-C and the AT addition lottery, a presentation instructing the player to aim for the "black seven" by pressing the buttons in order (details will be described later) is executed so that the player can be notified that he or she has won the AT addition lottery.
[0037] In addition, "RT Maintenance RP1** (3 options)" corresponding to winning number 4 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stopped reel is the left reel M51, replay 01, replay 02, or replay 03, which do not result in a transition in the RT state, are displayed, and when the first stopped reel is the middle reel M52 or the right reel M53, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is displayed. In addition, the "RT Maintenance RP*1* (3 options)" corresponding to the winning number 5 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stopped reel is the middle reel M52, replay 03, which does not result in a transition to the RT state, is displayed, and when the first stopped reel is the left reel M51 or the right reel M53, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is displayed. In addition, the "RT Maintenance RP**1 (3 options)" corresponding to the winning number 6 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stopped reel is the right reel M53, replay 01 or replay 03, which do not result in a transition to the RT state, are displayed, and when the first stopped reel is the left reel M51 or the middle reel M52, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is displayed.
[0038] In addition, "push order bell 123" to "push order bell 321" corresponding to winning numbers 7 to 12 are condition devices that can change the winning small role depending on which of the six reel stop orders is selected. For example, "left reel M51:1, middle reel M52:2, right reel M53:3" means that the reel stop order is "left reel M51 → middle reel M52 → right reel M53". For example, in the case of "winning-A1" (winning number 7), if the reels are stopped in the order of "123" = "left → middle → right" (correct push order), the symbol combination "winning 01" that can win the maximum number of 11 game medals will be displayed. Note that "123" in "push order bell 123" indicates the push order (reel stop order) that can win the maximum number of medals for that winning number. In addition, if the reels are stopped in a push order other than the push order that can obtain the maximum number of coins, that is, if the push order is not correct, one coin will be paid out. By configuring it in this way, it is possible to create multiple game states with different profit rates for the player, such as navigating the push order for the replay role or the push order for the bell in AT-related states such as "AT in progress state" (displaying the push order that will provide the highest profit on the push order display device D270), and not navigating the push order in AT-related states such as "normal game state". The AT-related states will be described later.
[0039] In addition, the "Common Bell" corresponding to the winning number 13 can win 11 game medals, which is the maximum number of medals, regardless of which of the winning numbers 04 to 07 stops. In other words, it is a condition device that can win the maximum profit regardless of the order of pressing, and is sometimes called the "Order-independent Bell." In addition, the "Watermelon A" corresponding to the winning number 15 is configured so that three watermelons (either Watermelon A or Watermelon B) are easily lined up in parallel lines. For example, the winning number 14 of number 60 in Figure 9 is three Watermelon A's lined up in the middle of each reel. Also, "watermelon B" corresponding to the winning number 16 is configured to make it easy to line up three watermelons (either watermelon A or watermelon B) in a diagonal line. For example, the winning number 16 of 66 in FIG. 9 is a watermelon B in the top row of the left reel M51, a watermelon B in the middle row of the middle reel M52, and a watermelon A in the bottom row of the right reel M53, so that three watermelons line up diagonally downward to the right. Also, "BB medium weak rare small symbol (diagonal bell line)" corresponding to the winning number 17 is a condition device that can line up three bells on an active line, and is a condition device that executes an AT addition lottery by winning during BB, as will be described later in detail. Also, "BB medium strong rare small symbol (V-shaped bell line)" corresponding to the winning number 18 is a condition device that can stop and display bells in the top row of the left reel M51, the middle row of the middle reel M52, and the top row of the right reel M53, and is a condition device that executes an AT addition lottery by winning during BB, as will be described later in detail.
[0040] Next, in the "bonus winning information" field, a numerical value from 0 to 3 is assigned to each winning number. In the first embodiment, the winning number that does not include a bonus (BB role) has a bonus winning information of 0, and as winning numbers that include a bonus (BB role), the bonus winning information of the winning number (19) that includes one type BB-A is set to 1, the bonus winning information of the winning number (20-23) that includes one type BB-B is set to 2, and the bonus winning information of the winning number (24-27) that includes one type BB-C is set to 3. By storing the bonus winning information in the main control board M, it is possible to store information regarding whether or not a BB has been established and which BB role has been won. The details of the bonus winning information will be described later.
[0041] Next, in the "prize winning / replay winning information" field, numbers from 0 to 18 are assigned to each winning number. In the first embodiment, the prize winning / replay winning information is set to 0 for winning numbers that do not include a replay role or a small role (winning number 0 corresponding to a miss and winning numbers 19, 20, and 24 corresponding to a bonus), and prize winning / replay winning information of 1 to 18 is assigned to winning numbers that include a replay role or a small role for each condition device. By storing the prize winning / replay winning information in the main control board M, information relating to which replay role or small role has been won can be stored. Details of the prize winning / replay winning information will be described later.
[0042] Next, in the "Performance Group Number" field, a number between 0 and 11 is assigned to each winning number. By transmitting the performance group number from the main control board M to the sub-control board S, the sub-control board S can determine the performance to be executed. Details of the performance group number will be described later.
[0043] Next, in the "ball output group number" field, a number from 0 to 13 is assigned to each winning number. The main control board M stores the ball output group number, and the stored ball output group number is used when performing a lottery related to the AT (for example, an AT lottery, an AT additional lottery), thereby reducing the program and data capacity for performing the lottery process related to the AT. Even if a condition device with a ball output group number of 0 wins, the AT lottery and the AT additional lottery are not performed. On the other hand, if a condition device with a ball output group number other than 0 wins, the AT lottery or the AT additional lottery can be performed. Details of the ball output group number will be described later. Also, even if a condition device with a ball output group number of 0 wins, it may be configured so that the AT lottery or the AT additional lottery can be performed. In such a case, it is preferable to configure the lottery result to be a miss (non-winning) when a condition device with a ball output group number of 0 wins and an AT lottery or an AT additional lottery is performed.
[0044] Next, Fig. 11 is a list showing the lottery probability (also called winning rate or winning probability) of the winning number (also called condition device number or winning role) and bonus (BB or BB role) for the small role and replay role in the first embodiment, which are determined by the role lottery means. In the figure, the winning rate of the winning number is illustrated.
[0045] First, the selection probability in "RT0", "RT1" and "RT2" when the BB is not activated will be described in detail. In the first embodiment, the appearance rate (selection probability) of the winning role (especially the replay role) is configured to differ depending on the RT state, and the "replay role" (the total appearance rate of all replay roles) has a higher appearance rate in "RT1" than in other RT states. In addition, "replay 04" (a so-called falling replay role, which is a symbol combination corresponding to the replay role that is stopped and displayed in a situation where the state is "RT1" and the bonus is not won, and thereafter the state transitions to "RT0") that can be stopped and displayed with the winning numbers 4 to 6 is mainly won in "RT1" and hardly appears in "RT0". In addition, in "RT2", "replay 04" that can be stopped and displayed with the winning numbers 4 to 6 can appear, but even if "replay 04" is stopped and displayed, the RT state does not transition. In addition, when "REPLAY 04" is stopped and displayed in "RT1", a fall effect (for example, "Sorry" is displayed on the effect display device S40) which is an effect to inform that the replay has shifted to "RT0", that is, that the RT state has fallen, may be executed, and when "REPLAY 04" is stopped and displayed in "RT0", the fall effect may not be executed. By configuring in this way, even though "REPLAY 04" is stopped and displayed, the fall effect is not executed, so that the player can recognize that he has won the BB, and the interest of the game can be increased. In addition, in such a case, the sound effect output by "REPLAY 04" being stopped and displayed may be different from the sound effect output by a replay role other than "REPLAY 04" (for example, "REPLAY 01" which does not shift the RT state) being stopped and displayed, and by configuring in this way, the player can easily recognize that "REPLAY 04" is stopped and displayed. In addition, the button may remain in "RT1" in both AT-related states where push order navigation does not occur (for example, the "normal game state", sometimes referred to as the non-AT game state) and AT-related states where push order navigation may occur (for example, the "AT in progress state", sometimes referred to as the AT game state).At this time, when a winning number that may transition (fall) from "RT1" to "RT0" is won, the special sound effect indicating the possibility of the RT state falling may not be output based on the operation of the start lever D50 in the non-AT gaming state. This makes it possible to transition the gaming state without making the player aware of the possibility of falling to "RT0" in the non-AT gaming state. On the other hand, in the AT gaming state, the special sound effect indicating the possibility of the RT state falling may be output based on the operation of the start lever (and a push order navigation in which a replay role in which the RT state does not fall is stopped and displayed is notified). This makes it possible for the player to be careful not to fall into the RT state and to operate the stop button D40 after the special sound effect is notified. In addition, "replay 05" that can be stopped and displayed with the winning number 2 or 3 (a replay role that can notify the fact that the AT addition lottery has been won when stopped and displayed in the AT state) appears mainly in "RT1" and almost never appears in other RT states. The state transition regarding the RT state accompanying the stop display of the symbol combinations resulting in the replay role will be described later. As described later, in the first embodiment, the push order navigation that notifies the player of the most advantageous reel stop order is configured to be executed by the push order display device D270 and the performance display device S40. There is no problem even if the lottery probability is appropriately changed. In the first embodiment, the bonus is configured to overlap with the small role, and overlaps with part of the watermelon A, watermelon B, and cherry. Specifically, the winning numbers 21 to 23 and the winning numbers 25 to 27 are the condition devices in which the bonus and the small role overlap.
[0046] In addition, in the "RT2" situation, since the BB has been won and the BB has not yet been activated, if the BB role (a single BB role that does not overlap with the small role, and may be referred to as a single BB role or a single BB) of winning numbers 20 and 24 is won, the new win of the BB role will be invalid, and only the win of the small role will be valid. Specifically, for example, in the "RT2" situation, and in the "1st type BB-A" has been won (carried over), if the "1st type BB-C" of winning number 24 is won, the 1st type BB-C related to said winning number 24 will be invalid. In other words, it will be the same situation as when the "loss" of winning number 0 is won. In addition, the carried over 1st type BB-A will continue to be won. In addition, in the "RT2" situation, since BB has been won and BB has not yet been activated, if the condition device where the small role of winning numbers 21 to 23 and winning numbers 25 to 27 overlaps with the BB role is won, the new win of the BB role becomes invalid, and only the win of the small role becomes valid. Specifically, for example, in the "RT2" situation, and 1 type BB-A has been won (carried over), if "1 type BB-B + prize-winning-C" of winning number 21 is won, the 1 type BB-B related to the winning number 21 becomes invalid, and only prize-winning-C becomes valid. That is, it becomes the same situation as when "prize-C" of winning number 14 is won. The carried-over 1 type BB-A continues to be won. The overlap with the bonus is not limited to the small role, and may overlap with a part of the replay role. For example, a part of the replay role of winning numbers 4 to 6 may overlap with the bonus role. In this way, by making the bonus overlap with the condition device including the RT transition replay (the replay role that can cause the RT state to transition), there is a possibility that the bonus will be won even when the condition device including the RT transition replay is won, and even if the RT transition replay is stopped and displayed, the bonus is not denied, so it is possible to give the player hope. In addition, when configured in this way, the RT state is controlled not to transition even if the RT transition replay is stopped and displayed.This makes it possible for the player to increase his interest in the game by feeling that there is a high possibility that he has won a bonus because the replay probability has not become low (he frequently wins a replay) even though the RT state should have been transitioning (transitioning to an RT state with a relatively low replay probability).
[0047] Next, the lottery probability in "1 type BB-A, B, C" when BB is activated will be described in detail. In the first embodiment, during BB operation, three small roles can be won: "Common bell" of winning number 13, "BB weak rare small role (diagonal bell alignment)" of winning number 17, and "BB strong rare small role (V-shaped bell alignment)" of winning number 18. During the operation of BB that has been won in "AT state", if "BB weak rare small role (diagonal bell alignment)" or "BB strong rare small role (V-shaped bell alignment)" is won, an AT addition lottery is executed (details will be described later).
[0048] Also, in the upper part of the figure, the appearance rate of the minor role when the setting value is 1 is illustrated, and the appearance rate of the common bell (winning number 13) is uniform regardless of the RT state, but as shown in the lower part of the figure, the appearance rate of the common bell is configured to differ depending on the setting value (6 levels in this example). Specifically, the number of balls placed in setting 1 is 3204, the number of balls placed in setting 2 is 3404, the number of balls placed in setting 3 is 3604, the number of balls placed in setting 4 is 3904, the number of balls placed in setting 5 is 4204, and the number of balls placed in setting 6 is 4504, and the appearance rate is configured to increase as the setting value increases. By configuring in this way, for example, if a player plays a game while measuring the number of times the common bell appears (the number of times it wins), he or she can play the game while expecting that the setting value related to the gaming machine he or she is playing is relatively high by frequently winning the common bell. Also, the higher the setting value, the higher the expected value per game, and the higher the setting value, the higher the ball payout rate. It should be noted that the appearance rate of the common bell is configured to differ depending on the set value; however, if the common bell is won, the AT lottery, AT top-up lottery, and high probability state transition lottery described below will not be executed, so it is configured not to affect the AT-related state transition lottery (also referred to as the AT-related lottery).
[0049] The middle part of the figure is a list of expected values when push order navigation is available. In the figure, when push order navigation is performed in a state where push order navigation can be performed by the push order display device D270 and the performance display device S40, such as "AT in progress state", the average payout number per game (the average number of medals paid out by winning small roles, also called the expected number of game media obtained in one game) when the reels are stopped according to the navigation and the expected increase / decrease in medals per game (the ratio of the number of medals paid out to the number of medals inserted when playing with 3 medals bet, if it is greater than 1, the expected value is positive and the medals will increase, while if it is less than 1, the expected value is negative and the medals will decrease) are shown. The average payout number per game can be calculated as follows: "total number of replay roles (total number of roles for winning numbers 1 to 6) x number of payouts for replay roles (3) + total number of roles (small role appearance rate) for small roles (11 roles) (total number of roles for winning numbers 7 to 16) x number of payouts for small roles (11 roles) (11) / total number of roles (65536)". The expected value of medal increase or decrease per game can be calculated as follows: "average number of payouts per game / number of medals inserted per game (3)". The number of medals inserted per game (number of game media inserted when playing one game) is 3, and when the average number of payouts per game is greater than 3, the expected value of medal increase or decrease per game is greater than 1. As shown in the figure, in the first embodiment, "RT1" has the largest expected value of medal increase or decrease per game. The figures in the figure do not take into account the increase or decrease in medals due to bonuses. In other words, if a game is played in a situation where push order navigation occurs (also referred to as an optimal operation mode or an advantageous operation mode), medals will increase in "RT1". In addition, in "RT0" and "RT2", although not shown, in a situation where push order navigation does not occur, the expected medal increase or decrease value per game is less than 1, and medals will decrease.In the first embodiment, when push order navigation is present even in "RT0" or "RT2", the expected medal increase / decrease value per play is greater than 1, but this is not limited thereto, and the expected medal increase / decrease value per play when push order navigation is present in "RT0" or "RT2" may be configured to be less than 1. When a symbol combination that results in a replay role is stopped and displayed, the number of medals bet in the previous play (3 medals) is actually automatically bet, but the expected medal increase / decrease value in the first embodiment is calculated assuming that 3 medals will be paid out. One play may be referred to as one game.
[0050] In addition, the average payout number per game in each RT state is 3.511291504 when the RT state is "RT0", 4.737915039 when the RT state is "RT1", and 3.67137146 when the RT state is "RT2". In addition, the expected medal increase / decrease value per game in each RT state is 1.170430501 when the RT state is "RT0", 1.579305013 when the RT state is "RT1", and 1.223790487 when the RT state is "RT2". When there is a push order navigation, the RT state "RT1" is the most advantageous RT state for the player. Note that these values are for setting 1. The above winning numbers and bonus lottery probabilities for the small roles and replay roles are merely examples, and for example, the expected medal increase / decrease value per play in "RT2" when BB is internally established (expected medal increase / decrease value when push order navigation is present) may be configured to be less than 1. By configuring in this way, even if a bonus is not lined up in a game in which a bonus can be lined up in a situation in which push order navigation occurs and it is "RT2" (when BB is internally established), the number of medals held will gradually decrease, and it is possible to prevent an attack that increases the number of medals held by intentionally not lined up in a game in which a bonus can be lined up in a situation in which push order navigation occurs and it is "RT2" (when BB is internally established). Specifically, it is preferable to design the probability of a miss in "RT2" to be higher than the probability of all the small roles (Winning-A1 to Winning-I) that are won in "RT2", and it is preferable to determine the winning probability of the replay role so that it is designed in this way (if the winning probability of the replay role is designed to be high, the probability of a miss will be lowered accordingly, so it is preferable to design the winning probability of the replay role so that it is not too high). In addition, in "RT2" of this example, the winning probability of all the small roles combined is 18784 / 65536, the winning probability of all the replays combined is 12501 / 65536, and the probability of a miss is 34251 / 65536 (see Figure 11), and it is designed so that the probability of a miss is higher than the winning probability of all the small roles combined.
[0051] Also, as shown in FIG. 11, in the first embodiment, the appearance rate of 1 type BB-A is assigned the same number of 40 for all of the settings 1 to 6. Also, the appearance rate of 1 type BB-C is assigned the same number of 160 for all of the settings 1 to 6. In contrast, the appearance rate of 1 type BB-B is assigned 160 for the setting 1, 180 for the setting 2, 200 for the setting 3, 220 for the setting 4, 240 for the setting 5, and 270 for the setting 6. That is, the appearance rate of 1 type BB-B is assigned a different number of placements depending on the setting value. In this way, 1 type BB-A and 1 type BB-C function as BBs without setting differences (1 type BB-A and 1 type BB-C may be referred to as BBs without setting differences or bonuses without setting differences), and 1 type BB-B functions as BBs with setting differences (1 type BB-B may be referred to as BBs with setting differences or bonuses with setting differences). Additionally, the appearance rates of 1 Type BB-A, 1 Type BB-B, and 1 Type BB-C are uniform regardless of the RT state (between "RT0" and "RT1"). The appearance rates of 1 Type BB-A and 1 Type BB-C (combined) are the same regardless of the set value, but the appearance rate of 1 Type BB-B (combined) differs depending on the set value. The combined appearance rate of 1 Type BB-B is the same even if the set value is different, but the appearance rate of each winning number may be configured to differ depending on the set value, and even in such a case, 1 Type BB-B may be called BB with setting difference.
[0052] Next, the electrical schematic configuration of the reel type gaming machine P according to the first embodiment will be described with reference to the block diagram of FIG. 12. First, the reel type gaming machine according to the first embodiment is configured by connecting the sub-control board S, the door board D, the reel board K, the power board E, the relay board IN, the setting key switch M20, the setting / reset button M30, etc. so that they can exchange data, with the main control board M controlling the progress of the game at the center. Note that the solid lines in the figure indicate the movement related to data exchange, and the dashed lines in the figure indicate the power supply route. Note that the power supply route is not limited to this, and for example, power may be supplied from the power board E to the relay board IN or the door board D without passing through the main control board.
[0053] The main control board M (sometimes called the main control means, main board, main control means, main board, or main game section) is a board that controls the overall progress of the game played on the reel-type gaming machine P. The main control board M is equipped with a main control chip C, which is equipped with a CPUC100 (sometimes called the CPUMC), a built-in ROMC110, a built-in RAMC120, etc., which are connected to each other via a bus so that data can be exchanged between them. The main control board M receives signals indicating that the start lever D50, etc., has been operated from the door board D mounted on the front door DU, and outputs control commands (or control signals) to the sub-control board S, the door board D, the reel board K, etc., thereby controlling the operation of these various boards {for example, by outputting an instruction number (also called a push order number, instruction information, or operation information) to the sub-control board S, the sub-control board S can execute push order navigation on the performance display device S40}.
[0054] Also, the sub-control board S (sometimes called sub-control means, sub-board, sub-control means, sub-board, or sub-game section) is also equipped with a sub-control chip SC, similar to the main control board M described above, and the sub-control chip SC is provided with a CPU SC100, ROM, RAM, etc., and is configured to be connected to each other via a bus so that data can be exchanged between them. Also, various LED lamps S10 (including a bet button lamp S50 and a stop button lamp S60), a speaker S20, a performance display device S40, a reel backlight (also called a back lamp) S30, etc. are connected to the sub-control board S. Here, the reel backlight S30 is a light provided inside each of the left reel M51, the center reel M52, and the right reel M53, which illuminates the patterns drawn on the surface of the reel from the back. The sub-control board S analyzes the control command received from the main control board M and outputs drive signals to the various LED lamps S10, the speaker S20, the performance display device S40, the reel backlight S30, etc., to perform various performances. In the reel type gaming machine according to this example, a plurality of LEDs are provided as the reel backlight S30 so that the player can individually identify nine ranges, namely, the upper, middle, and lower rows of the left reel, the upper, middle, and lower rows of the middle reel, and the upper, middle, and lower rows of the right reel. As an example, the LED corresponding to the upper row of the left reel is lit and all other LEDs are turned off, so that the player can identify that the upper row of the left reel is lit. In addition, the reel type gaming machine according to this example is configured to be able to execute a back lamp performance (sometimes called a backlight performance) that indicates to the player that the predetermined symbol combination has been stopped by changing the lighting state of the reel backlight S30 when the predetermined symbol combination is stopped.
[0055] The door board D is provided with the above-mentioned insertion acceptance sensor D10s, the first insertion sensor D20s, the second insertion sensor D30s, a stop button D40 for stopping the spinning reel M50, a start lever D50 for starting the spinning of the reel M50, a settlement button D60 for paying out the accumulated game medals (credits) and the inserted game medals and ending the game, and various display panels D70 for displaying the game status {not shown, but the above-mentioned insertion number indicator light D210, start lever D50, and so on. The indicator D180, replay indicator D290, insert possible indicator D300, special game status indicator D250, payout number indicator (push order indicator) D270 are a collection of indicators such as the credit number indicator D200 and advantageous zone indicator YH, a door switch D80 for determining whether the front door is open or closed, canceling errors, and changing set values, and a blocker D100 for paying back game medals (or other foreign objects) that are determined to be inappropriate after being inserted to the discharge port D240, etc. are connected. In addition, this door board D is connected to the main control board M described above so as to be able to exchange data. For this reason, when the start lever D50, stop button D40, settlement button D60, etc. provided on the front door DU are operated, a signal related to the operation is supplied to the main control board M via the door board D. In addition, a signal that the insertion reception sensor D10s detects the passage of a game medal is also supplied to the main control board M via the door board D.
[0056] In addition, the reel board K is connected to a reel motor K10 for rotating the reel M50, a reel sensor K20 for detecting the rotational position of the reel M50, and the like. The reel board K is capable of stopping the reel M50 at a determined stop position by driving the reel motor K10 while detecting the rotational position of the reel M50 by the reel sensor K20. In addition, in the reel type gaming machine of the first embodiment, a so-called step motor (sometimes called a stepping motor) is used for the reel motor K10. Note that the step motor is set to 480 steps as the number of steps for one rotation of the reel M50. In addition, a predetermined number (for example, 20 pieces) of patterns of approximately uniform size are set on each reel (left reel M51, center reel M52, right reel M53), and the number of steps corresponding to one pattern is set to 24 steps (=480 / 20). Furthermore, there is no problem in changing the number of steps and the number of symbols per reel revolution.
[0057] The medal payout device H is connected to the main control board M via the relay board IN, and performs an operation of paying out a predetermined number of game medals (for example, 10 medals) based on a control signal from the main control board M. The medal payout device H is connected to a first payout sensor H10s and a second payout sensor H20s that determine whether the medals have been paid out normally and measure the number of paid-out game medals, and a hopper motor H80 that rotates the disk H50.
[0058] These various control boards and the power consumed by the boards are supplied from a power supply board E (a board that controls whether or not power is supplied by a power switch E10). In FIG. 12, the state in which power is supplied from the power supply board E is shown by dashed arrows. As shown in the figure, power is supplied directly to the main control board M and the sub-control board S from the power supply board E, and power is supplied to the various boards (door board D, reel board K, relay board IN) via the main control board M. A predetermined amount of AC voltage (e.g., 100V) is supplied to the power supply board E, and this power is converted to a specified DC voltage and then supplied to each control board and board.
[0059] Also, the main control board M is connected to a setting key switch M20 used to execute a setting change device control process (to change settings) described later, and a setting / reset button M30 that can execute changes in setting values, error cancellation, etc. Also, the main control board M has a reel control means for controlling the rotation and stopping of the reel M50 (left reel M51, center reel M52, right reel M53), an AT lottery means for executing an AT transition lottery to transition to an "AT in progress state" that is an advantageous AT state for the player, and an AT addition lottery means for executing an AT addition lottery to increase the number of remaining AT games (or the counter value of the AT counter M60), which is the number of games that can be stayed in the "AT in progress state".
[0060] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processing performed by the main control board M in the first embodiment.
[0061] The flowchart is mainly composed of processing steps (shown as rectangles), decisions (shown as diamonds), flow lines (arrows), and terminals (shown as rounded rectangles) indicating start, end, return, etc. Furthermore, when the details of a processing step are shown in another flowchart, the part that refers to that other flowchart is shown as a subroutine (shown as a rectangle with double lines on the left and right). Here, in the development stage of a gaming machine, gaming machines with different specifications are sometimes developed at the same time, but in this example, the main processing is configured so that no subroutines (subroutines that are not normally used) that are executed in gaming machines with different specifications are left, and processing related to unused subroutines that are not normally executed is prevented from being executed due to noise or fraudulent behavior.
[0062] First, FIG. 13 is a flowchart showing the flow of processing executed for the first time by the CPUC100 of the main control board M after the power of the reel type gaming machine P is turned on (or at the time of system reset or user reset). First, in step 1000, after the power of the reel type gaming machine P is turned on, in step 1002, the CPUC100 of the main control board M executes the initial setting of the timer interrupt (here, the timer interrupt is not started but only the type of the timer interrupt is set, and in the subsequent processing, when the timer interrupt is started, the flowchart related to the timer interrupt processing described later is executed periodically). Next, in step 1004, the CPUC100 of the main control board M executes the setting of serial communication (setting of speed, data length, data transmission method) as the function setting of the main control chip C. Next, in step 1006, the CPUC100 of the main control board M calculates the checksum from the top address of the RAM area to the address immediately before the checksum area. Next, in step 1008, the CPUC100 of the main control board M checks the RAM area (for example, checking whether the data stored in the built-in RAMC120 after power off / power recovery is correctly retained based on the calculated checksum and the checksum data retained in the checksum area) and generates power off recovery data. Next, in step 1010, the CPUC100 of the main control board M checks the switch state of the setting key switch M20. Next, in step 1014, the CPUC100 of the main control board M determines whether the setting key switch M20 is off.
[0063] If the answer is Yes in step 1014, then in step 1016, the CPUC100 of the main control board M refers to the on / off state of the power-off processing completed flag in the RAM (which is turned on in step 1904) and the checksum state of the entire RAM (the check result in step 1006), and judges whether the power-off recovery data in the RAM is normal or not. If the answer is Yes in step 1016, then in step 1020, the CPUC100 of the main control board M executes initialization of the RAM area within the determined initialization range. Next, in step 1022, the CPUC100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved in the power-off processing (step 1902). Next, in step 1036, the CPUC100 of the main control board M refers to the RAM area, and judges whether the data related to the setting value in the RAM area is within the normal range (0 to 5 in this example). If the answer is Yes in step 1036, in step 1038, the CPUC100 of the main control board M reads the input port. Next, in step 1040, the CPUC100 of the main control board M starts the timer interrupt set in step 1002. Next, in step 1042, the CPUC100 of the main control board M turns off the power-off processing completion flag, and returns to processing at the time of power-off according to the restored stack pointer.
[0064] Also, if the answer is No in step 1016, the CPU C100 of the main control board M sets a backup error indication (for example, sets an error number in a register area) in step 1024. Next, in step 1300, the CPU C100 of the main control board M executes an unrecoverable error process, which will be described later.
[0065] Also, if the answer is No in step 1036, in step 1046, the CPUC100 of the main control board M sets (for example, in the register area) a setting value error display (for example, to be displayed on the payout number display device D270). Next, in step 1300, the CPUC100 of the main control board M executes the irrecoverable error processing described later.
[0066] Also, if the answer is No in step 1014, in step 1028, the CPU C100 of the main control board M refers to the on / off state of the power-off processing completed flag in the RAM (which is turned on in step 1904) and the checksum state of the entire RAM (the check result in step 1006), and judges whether the power-off recovery data in the RAM is normal or not. If the answer is Yes in step 1028, in step 1030, the CPU C100 of the main control board M determines and sets (for example, sets in the register area) the initialization range of the RAM to a predetermined range excluding the memory area in the RAM that stores the setting value (setting value data), and proceeds to step 1034. The range that is not included in the initialization range of the RAM is not limited to only the memory area that stores the setting value (setting value data), and also includes the total cumulative number of games in the "advantageous zone", the total cumulative number of games in the play zone (advantageous zone + normal zone), the result of calculating the stay ratio in the "advantageous zone", etc. By configuring in this way, it becomes possible to calculate and display the ratio of time spent in the "advantageous zone" in a game (advantageous zone ratio). The calculation process of the advantageous zone ratio is configured to calculate at the timing when a unit game ends. The advantageous zone ratio is displayed when the power of the gaming machine is turned on (for example, it is displayed on a 4-digit 7-segment display). As a specific display mode, it is displayed repeatedly at 5-second intervals in the order of "advantageous zone ratio → consecutive feature ratio per 6000 games → feature ratio per 6000 games → cumulative consecutive feature ratio → cumulative feature ratio." The consecutive feature ratio is "the number of payouts when RB is operating / the total number of payouts," and the feature ratio is "the number of payouts when RB, CB, or SB is operating / the total number of payouts." On the other hand, if the answer is No in step 1028, in step 1032, the CPUC 100 of the main control board M determines and sets (for example, sets in a register area) the initialization range of the RAM to a specific range including the memory area in the RAM that stores the setting value (setting value data), and proceeds to step 1034. Next, in step 1034, the CPUC 100 of the main control board M executes initialization of the RAM area within the initialization range determined in step 1030 or step 1032.Next, in step 1100, the CPU C100 of the main control board M executes a setting change device control process, which will be described later.
[0067] Although not shown, it is preferable to configure the initial value (value at the start of processing) of the temporary storage area (RAM area, etc.) mounted on the main control board M so that it is not a value that will result in the special game being executed (to prevent the special game from being executed by mistake in the case where a process for determining whether or not a special game will be executed is executed due to noise or fraudulent conduct immediately after the program processing starts). Also, although not shown, when storing random numbers such as winning random numbers in the RAM area of the main control board M, it is preferable to secure a dedicated storage area and configure the byte storing information related to the random number to store only information related to the random number (not to store other information such as various timer values) (to prevent information related to the random number from being overwritten by noise, etc., when operating other data stored in the same byte).
[0068] Next, Fig. 14 is a flowchart of the setting change device control process related to the subroutine of step 1100 in Fig. 13, which is also referred to as the setting change mode. First, in step 1102, the CPUC100 of the main control board M sets a stack pointer (initializes it to the start address of the process). Next, in step 1104, the CPUC100 of the main control board M starts a timer interrupt. Next, in step 1106, the CPUC100 of the main control board M determines whether the setting value (setting value data) in the RAM area is not within the normal range (0 to 5 in this example). Note that if the setting value (setting value data) is managed as 1 to 6, it is necessary to initialize the RAM and return the setting value to "1" when it becomes "0". Therefore, in this example, by managing the normal range of the setting value (setting value data) as 0 to 5, it is possible to eliminate the need for correction processing of the setting value (setting value data) after executing RAM initialization (processing of steps 1106 and 1108), and it is possible to shorten the processing time and reduce the processing capacity. If the answer is Yes in step 1106, in step 1108, the CPUC100 of the main control board M sets the setting value (setting value data) to a predetermined value (for example, 0 = the value most disadvantageous to the player) and proceeds to step 1110. On the other hand, if the answer is No in step 1106, it also proceeds to step 1110. Next, in step 1110, the CPU C100 of the main control board M displays on the error display LED (e.g., the payout number display device D270) that the setting change device is operating (e.g., "88" which lights up all segments), displays the setting value on the setting display LED (not shown) (the display related to the setting value is a value obtained by adding 1 to the setting value (setting value data) held in the RAM), and proceeds to step 1112. As mentioned above, the payout number display device D270 is also used to notify the push order. Because it is configured in this way, for example, when a malfunction has occurred in some of the 7-segment LEDs (some segments cannot be lit), incorrect information may be displayed when notifying the push order.To prevent such a situation, by lighting up all 7 segments of the payout number display device D270 to "88" while the setting change device is operating, it is possible to check whether the 7 segments are broken and prevent the player from being disadvantaged. In addition, as a configuration for displaying the setting value (setting value data), a RAM storage area for displaying the setting value may be provided to store data obtained by adding 1 to the setting value (setting value data) in the storage area that stores the setting value, and the setting value may be displayed by referring to the storage area. Although not shown, after the processing of step 1110 is executed, a process is executed to send a command to the sub-control board S side indicating that the setting change mode has been entered.
[0069] Next, in step 1112, the CPU C100 of the main control board M determines whether the set / reset button M30 has been switched from off to on. If the answer is Yes in step 1112, in step 1114, the CPU C100 of the main control board M adds 1 to the current setting value (setting value data) (if the setting value (setting value data) exceeds 5 as a result of the addition, the setting value (setting value data) becomes 0), and proceeds to step 1116. Note that if the answer is No in step 1112, the CPU C100 of the main control board M also proceeds to step 1116. Next, in step 1116, the CPU C100 of the main control board M determines whether the start lever D50 has been switched from off to on. If the answer is No in step 1116, the CPU C100 proceeds to step 1112, and the processing of steps 1112 to 1116 is looped. If the answer is Yes in step 1116, then in step 1118 the CPU C100 of the main control board M determines whether the setting key switch M20 has been switched from on to off. If the answer is No in step 1118, then the process of step 1118 is looped. On the other hand, if the answer is Yes in step 1118, then in step 1120 the CPU C100 of the main control board M displays on the error display LED (not shown) that the operation of the setting change device has ended, erases the display of the setting value (setting value data) on the setting display LED (not shown), and proceeds to the game progress control process of step 1200. Although not shown, after executing the process of step 1120, a process is executed to send a command to the sub-control board S side indicating that the setting change mode is to be ended.
[0070] Next, FIG. 15 is a flowchart of the unrecoverable error processing related to the subroutine of step 1300 (and called in other flowcharts) in FIG. 13. First, in step 1302, the CPUC100 of the main control board M prohibits interrupts (after this, the flowchart related to the timer interrupt processing described later is not executed). Next, in step 1304, the CPUC100 of the main control board M sets the output port address and the number of output ports. Next, in step 1306, the CPUC100 of the main control board M turns off the output ports (0 to 6 in this example, display output to various LEDs and drive output to various motors). Next, in step 1308, the CPUC100 of the main control board M sets the next port output address (by repeating this, the display output to various LEDs and the drive output to various motors are stopped in sequence). Next, in step 1310, the CPUC100 of the main control board M judges whether the output to each output port has been completed. If the answer is Yes in step 1310, then in step 1312, the CPU C100 of the main control board M displays the set error (some kind of error has occurred when this process is executed), repeats the execution of this process, and when the power supply voltage drops, a reset signal is input and the process ends. (That is, an infinite loop is entered, and no operation to prompt a return is accepted.) If the answer is No in step 1310, then the process proceeds to step 1306. The processes in steps 1306 to 1310 are processes to clear the output to the LED and motor (however, since the external output signal is not cleared, it is possible to output information regarding the error and the progress of the game at the time the error occurred to the hall computer).
[0071] Next, FIG. 16 is a flow chart of the game progress control process (first page) related to the subroutine of step 1200 in FIG. 14. First, in step 1202, the CPU C100 of the main control board M sets a stack pointer (initializes it with the top address of the process). Next, in step 1203, the CPU C100 of the main control board M sets data in the RAM area required for the game (for example, the upper limit number of bets, the effective winning line, etc.). Incidentally, step 1203 also includes a process of setting data (data of "0" for clearing the address of the RAM) for clearing data {for example, the condition device number (winning number), the performance group number, the instruction information} used in the previous game in the RAM. Incidentally, the condition device number, the performance group number, the instruction information, etc. may be configured to be overwritten with the number selected when the next game is executed without clearing them. Next, in step 1204, the CPUC100 of the main control board M sets the RT state (for example, "RT0") for the game (the RT state determined in step 1704 of FIG. 27 is set). Next, in step 1205, the CPUC100 of the main control board M sets a command (a command to the sub side) relating to the RT state set in step 1204. The process of setting the RT state may be executed in step 1704 of FIG. 27. Also, a command relating to the RT state (a command to the sub side) may be set in step 1704. Also, when transmitting the RT state to the sub side, it is not necessary to transmit it all the time, and it may be configured so that the RT state is transmitted to the sub side only when the play zone is a "favorable zone". Next, in step 1206, the CPUC100 of the main control board M sets the state regarding the AT in the game (for example, "AT in progress state") (setting the state regarding the AT determined in step 1420, step 1429 of FIG. 21, step 1435, step 1439, step 1443 of FIG. 22, step 1444-3, step 1444-4 of FIG. 23). Next, in step 1207, the CPUC100 of the main control board M sets a command (a command to the sub side) regarding the state regarding the AT set in step 1206.Also, the process of setting the state of the AT may be executed in step 1416, step 1428 in FIG. 21, step 1438 in FIG. 22, and step 1444-1 in FIG. 23. Also, when transmitting the state of the AT to the sub side, it is not necessary to transmit it all the time, and the state of the AT may be configured to be transmitted to the sub side only when the game zone is a "profitable zone". Next, in step 1208, the CPUC100 of the main control board M sets the game zone (for example, "profitable zone" or the like) in the game (sets the game zone determined in step 3510, step 3516, and step 3520 in FIG. 31). Next, in step 1208-1, the CPUC100 of the main control board M sets a command (a command to the sub side) related to the game zone set in step 1208. Next, in step 1209, the CPUC100 of the main control board M judges whether the medal payout device H is not full of game medals. Specifically, it is equipped with a medal auxiliary tank HS (details will be described later) that stores medals that overflow from the medal payout device H, and judges whether or not current is conducted by two full tank detection electrodes DE (details will be described later) that can enter the medal auxiliary tank HS (if current is conducted through the medals, it is judged to be full). If the answer is Yes in step 1209, proceed to step 1218.
[0072] On the other hand, if the answer is No in step 1209, in step 1210, the CPUC100 of the main control board M turns on the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value equivalent to ON). Next, in step 1212, the CPUC100 of the main control board M displays an error number corresponding to the medal full error on a 7-segment LED (for example, a storage display LED or an acquired number LED). Next, in step 1214, the CPUC100 of the main control board M determines whether the medal full error has been released (for example, whether the current is not conducted by the two full detection electrodes provided in the medal auxiliary tank HS and the set / reset button M30 has been pressed). If the answer is Yes in step 1214, in step 1216, the CPUC100 of the main control board M turns off the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value equivalent to OFF) and proceeds to step 1218. On the other hand, if the answer is No in step 1214, the process proceeds to step 1212. Next, in step 1218, the CPUC100 of the main control board M permits the insertion of a medal (the insertion operation is automatically executed in the next game after the replay role), and proceeds to the next process (the process of step 1220). Here, in step 1218, the ON process of the blocker D100 (the process formed by the medal flow path) is performed. Specifically, if the replay role was established in the previous game, the ON process of the blocker D100 is executed on the condition that the current number of reserved credits is less than a predetermined value (50 in this example). In other words, if the current number of reserved credits is a predetermined value, the ON process of the blocker D100 is not executed. On the other hand, if the replay role was not established in the previous game, the ON process of the blocker D100 is executed uniformly.By configuring in this manner, even if a replay role is established, if the accumulated number (credits) has not reached a predetermined value, game medals can be inserted, and the player can play rhythmically (without feeling uncomfortable) even when the replay role is in an RT state (for example, "RT1") in which the probability of winning a replay role is higher than in RT states such as "RT1", or when a replay role that is difficult to tell from the outside is a replay role (a replay disguised as a minor role: a symbol combination such as bell-bell-bell on an invalid line or a cherry stopped on the left reel) has stopped.
[0073] Next, FIG. 17 is a flowchart of the game progress control process (second page) related to the subroutine of step 1200 in FIG. 16. First, in step 1220, the CPUC100 of the main control board M judges whether or not game medals have not been bet or saved (no credits exist). If the answer is Yes in step 1220, in step 1221, the CPUC100 of the main control board M judges whether or not the setting value display condition is satisfied (for example, the condition is satisfied when the door switch D80 and the setting key switch M20 are all turned on). If the answer is Yes in step 1221, in step 1222, the CPUC100 of the main control board M displays the setting value on the setting display LED (not shown, but may be the payout number display device D270, the credit number display device D200, and the insertion number display lamp D210) (transitions to the setting confirmation mode), and transitions to step 1221 on the condition that the setting key switch M20 is turned off. When the transition conditions for the setting change mode are met, a process is executed to send a command to the sub-control board S side indicating that the setting change mode is to be started, and when the termination conditions for the setting change mode are met, a process is executed to send a command to terminate the setting change mode. If the answer is No in step 1220 or step 1221, in step 1224, the CPUC100 of the main control board M executes management related to the insertion and settlement of game medals. Next, in step 1225, the CPUC100 of the main control board M checks the number of game medals that can be accepted. Next, in step 1226, the CPUC100 of the main control board M determines whether the blocker D100 is on or not. If the answer is Yes at step 1226, then at step 1227 the CPU C100 of the main control board M determines whether the first insertion sensor D20s or the second insertion sensor D30s is on (in the first embodiment, there are two insertion sensors for detecting the insertion of medals, and when the first insertion sensor D20s or the second insertion sensor D30s is on, it is determined that one game medal has been accepted).If the answer is Yes in step 1227, then in step 1230, the CPU C100 of the main control board M judges whether the first insertion sensor D20s and the second insertion sensor D30s are off (if the first insertion sensor D20s or the second insertion sensor D30s turns on and then the first insertion sensor D20s and the second insertion sensor D30s turn off, it is judged that the received one game medal has passed through the first insertion sensor D20s and the second insertion sensor D30s). If the answer is Yes in step 1230, then in step 1231, the CPU C100 of the main control board M judges that the insertion of one normal game medal has been received. Although not shown, after step 1231, the CPU C100 of the main control board M judges whether the credits are at the upper limit (50 in this example) and the number of bets is at the maximum (3 in this example), and if it judges Yes, it controls the blocker D100 to be OFF (a state in which a medal flow path is not formed). If the answer is No in step 1230, the process of step 1230 is repeated, and if the answer is No in step 1226 or step 1227, the process proceeds to step 1232.
[0074] Next, in step 1232, the CPU C100 of the main control board M judges whether the settlement button D60 has been operated. If the answer is Yes in step 1232, in step 1233, the CPU C100 of the main control board M judges whether there is a remaining number of credits or a bet of game medals. If the answer is Yes in step 1233, in step 1234, the CPU C100 of the main control board M turns on a hopper drive flag (a flag in the RAM area that is turned on when the hopper motor H80 is driven) and executes the payout of one game medal. Next, in step 1236, the CPU C100 of the main control board M judges whether the first payout sensor H10s or the second payout sensor H20s is on (in the first embodiment, there are two payout sensors for detecting the payout of medals, and when the first payout sensor H10s or the second payout sensor H20s is turned on, it is judged that the payout operation of one game medal is being performed). If the answer is Yes in step 1236, the process proceeds to step 1247. Although not specified in the flowchart, if the previous game was a replay role, only the remaining number of credits is subject to settlement.
[0075] On the other hand, if the answer is No in step 1236, in step 1241, the CPUC100 of the main control board M judges whether a predetermined time (for example, 5 seconds) has elapsed since the hopper was driven (after the timing of the processing in step 1234). Specifically, it judges whether the situation in which it is judged that medals have not been dispensed despite the hopper drive signal being sent to the hopper motor H80 (the hopper motor H80 is rotating) has continued for a predetermined time. If the answer is Yes in step 1241, in step 1242, the CPUC100 of the main control board M turns on the medal empty error flag (for example, updates the medal empty error flag area with a value equivalent to ON). Next, in step 1244, the CPUC100 of the main control board M executes a medal empty error display. Next, in step 1245, the CPUC100 of the main control board M judges whether the medal empty error has been released (for example, whether the set / reset button M30 has been pressed). If the answer is Yes in step 1245, in step 1246, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value equivalent to OFF) and proceeds to step 1247. On the other hand, if the answer is No in step 1245, proceeds to step 1244.
[0076] Next, in step 1247, the CPUC100 of the main control board M judges whether the first payout sensor H10s and the second payout sensor H20s are off (when the first payout sensor H10s and the second payout sensor H20s turn on and then turn off, it judges that the payout operation of one game medal that was being paid out has been completed). If the answer is Yes in step 1247, in step 1248, the CPUC100 of the main control board M turns off the hopper drive flag and proceeds to step 1233. If the answer is No in step 1241 or step 1247, the process proceeds to step 1236.
[0077] On the other hand, if the answer is No in step 1232 or step 1233, the CPUC100 of the main control board M judges in step 1251 whether the start lever D50 is valid (for example, a specified number of game medals for starting a game have been inserted, etc.) and whether the start lever D50 has been operated. If the answer is Yes in step 1251, the CPUC100 of the main control board M judges in step 1253 whether the set value in the RAM area is within the normal range (0 to 5 in this example). If the answer is Yes in step 1253, the CPUC100 of the main control board M executes a process of acquiring a random number and turning off the blocker D100 in step 1254, and then proceeds to the next process (the process of step 3600). On the other hand, if the answer is No in step 1253, the CPUC100 of the main control board M sets a set value error display (for example, sets an error number in the register area) in step 1256. Next, in step 1300, the CPU C100 of the main control board M executes unrecoverable error processing. If the answer is No in step 1251, the process proceeds to step 1220.
[0078] Next, FIG. 18 is a flow chart of the game progress control process (third page) related to the subroutine of step 1200 in FIG. 16. First, in step 3600, the CPUC100 of the main control board M executes the internal lottery execution process described later. Next, in step 1259, the CPUC100 of the main control board M judges whether the current state of the AT is a state in which the AT addition lottery can be executed. Here, in this example, the states of the AT in which the AT addition lottery can be executed are "AT in-state", "addition specialization state", "specialization premonition state", and "advantageous BB state", and in "game in advantageous BB", the AT counter value may be in a state greater than 0, but the AT addition lottery is not executed. This is to prevent the player from being advantageous in "game in advantageous BB" by deliberately not matching the BB pattern combination. Furthermore, the system may be configured so that an AT addition lottery can be executed during "play within an advantageous BB". In such a case, even if the AT addition lottery is won during "play within an advantageous BB", it may not be notified immediately, but rather the fact that the AT addition lottery has been won at the end of the BB, or the number of remaining AT games after the number of AT games has been added, may be notified.
[0079] If the answer is Yes in step 1259, then in step 1500, the CPUC100 of the main control board M executes the game number addition execution process, which will be described later, and proceeds to step 1400. On the other hand, if the answer is No in step 1259, then the process also proceeds to step 1400. This game number addition execution process can also execute the lottery using different lottery tables depending on the state related to the AT, but it is preferable that the lottery probability does not differ depending on the set value (the lottery is executed using the same lottery table). Next, in step 1400, the CPUC100 of the main control board M executes the AT state transition control process, which will be described later. Next, in step 1450, the CPUC100 of the main control board M executes the condition device number management process, which will be described later.
[0080] Here, the states related to the AT in this example are listed and described in detail (also shown in the AT state transition diagram in FIG. 30). (1) "Low probability state" is a state in which the AT has not been won (the right to move to the "AT state" has not been acquired) and the bonus role has not been won. In addition, since the "low probability state" is the so-called "normal state", it is also called the "normal state". (2) "Normal BB internal play" is a state in which the BB role has been won in the "low probability state", the BB role has not been awarded, and the AT lottery has not been won. (3) "Normal BB state" is a state that is executed when the symbol combination corresponding to the BB role is stopped and displayed in a situation in which the BB role has been won in the "low probability state" and the AT lottery has not been won, or when the symbol combination corresponding to the BB role is stopped and displayed in the "normal BB internal play". (4) "High probability state" is a state in which the AT lottery has not been won (the right to move to the "AT state" has not been acquired) and the bonus role has not been won, and is a state in which it is easier to win the AT than the "low probability state" described above. In addition, as described later, when a new "high probability state" is entered, it is configured not to enter the "low probability state" until the number of high-probability games has passed. (5) "AT state" is a state in which AT (push order navigation) is performed and the number of remaining AT games (AT counter value) is subtracted. In addition, even if the AT counter value becomes 0, if the continuation lottery described later is won, a predetermined value is set in the AT counter and the "AT state" continues. (6) "Specialized premonition state" is a state in which the right to move to the "addition specialized state" in which the number of AT games is relatively more likely to be added than in the "AT state" is acquired. (7) "Addition specialized state" is a state in which the number of AT games is relatively more likely to be added than in the "AT state". (8) “Playing in favorable BB” is a state in which the BB role is won in the “high probability state”, “AT state”, “specialized premonition state” or “specialized additional state”, and the BB role is not a winning combination. (9) “Playing in waiting BB” is a state in which the BB role is won in the “low probability state”, and the AT lottery is won by the BB role, and the BB role is not a winning combination.(10) "Advantageous BB state" refers to a state executed when the BB role is won in the "high probability state", "AT state", "specialized premonition state" or "addition specialized state" and a symbol combination corresponding to the BB role is stopped and displayed, or when a symbol combination corresponding to the BB role is stopped and displayed in the "advantageous BB internal play", or when the BB role is won in the "low probability state", and the AT lottery is won by the BB role and a symbol combination corresponding to the BB role is stopped and displayed, or when a symbol combination corresponding to the BB role is stopped and displayed in the "standby BB internal play". (12) "Revival possibility performance state" refers to a state related to the AT to which the AT counter value becomes 0 and the continuation lottery described later is not won. In the "revival possibility performance state", a revival lottery described later is executed, and if the revival lottery is won, the "AT state" is entered (a predetermined value is set in the AT counter), and if the revival lottery is not won, the "low probability state" is entered.
[0081] Next, in step 1550, the CPUC100 of the main control board M starts the rotation of all reels, which will be described later, and proceeds to step 1261-1. Next, in step 1261-1, the CPUC100 of the main control board M determines whether or not there has been a request to create a pull-in point (requested to determine the stop positions of the spinning left reel M51, center reel M52, and right reel M53, and is requested as appropriate depending on the stop order and the stop positions of other reels). If the answer is Yes in step 1261-1, in step 1262, the CPUC100 of the main control board M creates a pull-in point, and proceeds to step 1263. On the other hand, if the answer is No in step 1261-1, the CPUC100 also proceeds to step 1263. In this way, in the "BB internal game", even if the stop buttons are not pressed in the correct order to pay out 11 coins in a game in which the push order bell is won (for example, in the case of winning-A1, the stop buttons are not stopped in the order of "left → center → right") (if the reels are stopped in an incorrect order), the reel stop control (hereinafter referred to as "reel stop control" or simply "stop control") is configured to win a symbol combination that will pay out 11 coins. Next, in step 1263, the CPUC100 of the main control board M executes a reel stop acceptance check. Next, in step 1264, the CPUC100 of the main control board M determines whether any of the stop buttons (left stop button D41, center stop button D42, right stop button D43) have been operated. If the answer is Yes in step 1264, then in step 1265 the CPUC100 of the main control board M determines the stop position of the reel corresponding to the operated stop button (for example, the left reel M51 corresponds to the left stop button D41). On the other hand, if the answer is No in step 1264, then the process also proceeds to step 1266. Next, in step 1266, the CPUC100 of the main control board M executes an all reel stop check process. Next, in step 1267, the CPUC100 of the main control board M determines whether all reels (left reel M51, center reel M52, right reel M53) have stopped. If the answer is Yes in step 1267, then in step 1268 the CPUC100 of the main control board M compares the symbol stop position data in the RAM with the internal winning combination stop possible position data.Next, in step 1269, the CPUC100 of the main control board M judges whether the combination of the displayed symbols is normal (if it does not match the winning combination determined by the internal lottery, it is judged to be abnormal). In addition, the judgment of whether the combination of the displayed symbols is normal in step 1269 judges whether the reel stop control based on the operation of the stop button is completed normally. Even if the stop button is operated in an operation mode in which the winning combination can be won in a game in which a winning combination is won, and the reel position that actually stops is not normal (the winning combination determined by the internal lottery is not displayed as stopped from the player's perspective), if the reel stop control is completed normally by the processing inside the gaming machine, the game medal is paid out based on the winning of the winning combination. If the answer is Yes in step 1269, the process proceeds to step 1274. On the other hand, if the answer is No in step 1269, the CPUC100 of the main control board M sets a display determination error display (for example, sets it in a register area) in step 1270. Next, in step 1300, the CPUC100 of the main control board M executes unrecoverable error processing. On the other hand, if the answer is No in step 1267, the process proceeds to step 1261-1.
[0082] Next, in step 1274, the CPU C100 of the main control board M executes a payout process of the game medals due to winning. Next, in step 1275, the CPU C100 of the main control board M judges whether or not there has been a win for which game medals are paid out {if the game medals acquired by winning exceed the maximum number of credits (50 in this example), the game medals are paid out}. If the answer is Yes in step 1275, in step 1276, the CPU C100 of the main control board M turns on the hopper drive flag (a flag that is turned on when the hopper motor H80 is driven) and executes the payout of one game medal. Next, in step 1277, the CPU C100 of the main control board M judges whether the first payout sensor H10s or the second payout sensor H20s is ON (if the first payout sensor H10s or the second payout sensor H20s is ON, it judges that the payout operation of one game medal is being performed). If the answer is Yes in step 1277, the process proceeds to step 1286.
[0083] On the other hand, if the answer is No in step 1277, then in step 1279, the CPUC100 of the main control board M determines whether a predetermined time (e.g., 5 seconds) has elapsed since the hopper was driven (after the timing of processing in step 1276). If the answer is Yes in step 1279, then in step 1280, the CPUC100 of the main control board M turns on the medal empty error flag (e.g., updates the medal empty error flag area in the RAM area with a value equivalent to ON). Next, in step 1281, the CPUC100 of the main control board M executes a medal empty error display on the 7-segment LED. Next, in step 1282, the CPUC100 of the main control board M determines whether the medal empty error has been released (e.g., whether the set / reset button M30 has been pressed). If the answer is Yes in step 1282, in step 1283, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value equivalent to OFF) and proceeds to step 1286. On the other hand, if the answer is No in step 1282, proceeds to step 1281.
[0084] Next, in step 1286, the CPUC100 of the main control board M judges whether the first payout sensor H10s and the second payout sensor H20s are off (after the first payout sensor H10s or the second payout sensor H20s is turned on, if the first payout sensor H10s and the second payout sensor H20s are turned off, it is judged that the payout operation of one game medal that was being paid out has been completed). If the answer is Yes in step 1286, in step 1288, the CPUC100 of the main control board M turns off the hopper drive flag and proceeds to step 1290. If the answer is No in step 1279 or step 1286, the CPUC100 of the main control board M proceeds to step 1277. Next, in step 1290, the CPUC100 of the main control board M judges whether the payout corresponding to the winning (the winning for which the answer is Yes in step 1275) has been completed. If the answer is Yes in step 1290, the process proceeds to step 3400. If the answer is No in step 1286, the process proceeds to step 1277, if the answer is No in step 1275, the process proceeds to step 3400, and if the answer is No in step 1290, the process proceeds to step 1276.
[0085] Next, in step 3400, the CPUC100 of the main control board M executes remaining game number management processing, which will be described later. Next, in step 1700, the CPUC100 of the main control board M executes RT state transition control processing, which will be described later. Next, in step 1750, the CPUC100 of the main control board M executes AT state start control processing, which will be described later. Next, in step 3500, the CPUC100 of the main control board M executes game area transition control processing, which will be described later. Next, in step 1293, the CPUC100 of the main control board M executes game end processing (e.g., clearing the number of bets, game state transition processing, etc.) and proceeds to the next processing (processing of step 1202).
[0086] Next, FIG. 19 is a flowchart of the internal lottery execution process related to the subroutine of step 3600 of FIG. 18 in the first embodiment. First, in step 3602, the CPUC100 of the main control board M sets an internal lottery table (a table used when executing an internal lottery, in which the winning number and the number of pieces to be compared with the acquired random number are stored) and proceeds to step 3604. Next, in step 3604, the CPUC100 of the main control board M acquires a winning number related to the set internal lottery table address. It is possible to generate winning information for winning and replay from the winning number. Also, when a bonus and a small role are won in overlapping, or a bonus and a replay role are won in overlapping, it is possible to generate winning information for both winning and replay information and bonus winning information from the winning number. A specific generation process will be described later. Next, in step 3606, the CPUC100 of the main control board M acquires the number of repetitions related to the set internal lottery table address. Here, the number of repetitions is the number of consecutive winning numbers that have the same payout group number and the same number of placements to compare with the acquired random number, and is stored in advance in the ROM of the main control board M. For example, payout group number 2 includes nine winning numbers 4 to 12, and the number of placements is the same for three consecutive winning numbers 4 to 6 that are push order replay roles, and the number of placements is the same for six consecutive winning numbers 7 to 12 that are push order bell roles, so the number of repetitions related to the push order replay role is 3, and the number of repetitions related to the push order bell role is 6. The lottery table used when the winning numbers 4 to 6 that are push order replay roles are acquired and the lottery table used when the winning numbers 7 to 12 that are push order bell roles are acquired are configured as a single lottery table. Next, in step 3608, the CPUC100 of the main control board M acquires the payout group number related to the set internal lottery table address and proceeds to step 3610.
[0087] Next, in step 3610, the CPUC100 of the main control board M acquires the set value data. Next, in step 3612, the CPUC100 of the main control board M acquires the designated address data. Next, in step 3614, the CPUC100 of the main control board M judges whether or not the internal lottery has been won (whether or not the acquired random number exists in the internal lottery table searched this time). If the answer is Yes in step 3614, it has been judged that the internal lottery has been won, so the CPUC100 does not perform a judgment (lottery) for the subsequent internal lottery table address, and proceeds to the next process (processing of step 1259). On the other hand, if the answer is No in step 3614, in step 3616, the CPUC100 of the main control board M updates the number of repetitions. Next, in step 3618, the CPUC100 of the main control board M judges whether or not there is a remaining number of repetitions. If the answer is Yes in step 3618, the process proceeds to step 3610, and the process of steps 3610 to 3618 is repeated until the remaining number of repetitions is exhausted or the internal lottery is won. If the answer is No in step 3618, the CPUC100 of the main control board M updates the internal lottery table address (updates it to the address related to the next payout group number) in step 3620, and proceeds to step 3604 to execute the process from step 3604 onwards. The specific process of the internal lottery will be described later.
[0088] Next, FIG. 20 is a flowchart of the game number addition execution process related to the subroutine of step 1500 of FIG. 18 in the first embodiment. First, in step 1502, the CPU C100 of the main control board M judges whether the state related to the AT is "AT in progress", "specialized premonition state" or "addition specialized state". If the answer is Yes in step 1502, in step 1504, the CPU C100 of the main control board M judges whether the payout group number related to the game is the payout group number (in this example, 1, 3) related to the AT in progress add-on role (a winning number that can add the remaining AT game number in the "AT in progress state", which is replay-B, replay-C, and winning-D in this example). If the answer is Yes in step 1504, proceed to step 1514. Also, if the answer is No in step 1502, in other words, if the state regarding the AT is a favorable BB state, in step 1512, the CPUC100 of the main control board M determines whether the ball payout group number for the game is the ball payout group number (in this example, 5, 6) for the BB add-on role (a winning number that can add to the remaining AT game number in an "favorable BB state", in this example, winning-H, winning-I). If the answer is Yes in step 1512, proceed to step 1514, and if the answer is No in step 1512, proceed to step 1518. Also, if the answer is No in step 1504, in step 1506, the CPUC100 of the main control board M determines whether the state regarding the AT is an "add-on specialized state". If the answer is Yes in step 1506, then in step 1508, the CPU C100 of the main control board M determines whether the payout group number for the game in question is the payout group number (in this example, 2, 13) for the specialized add-on role (a winning number that can add to the number of remaining AT games in the "add-on specialized state" and does not add to the number of remaining AT games in the "AT state", which in this example are Replay-A, Replay-D1 to D3, and Winning-A1 to A6). If the answer is Yes in step 1508, then proceed to step 1514. If the answer is No in step 1506 or step 1508, then proceed to step 1518.
[0089] Next, in step 1514, the CPUC100 of the main control board M refers to the winning time additional game number lottery table and determines the number of AT additional games based on the payout group number related to the game (for example, in the lottery table shown in the margin, it is determined whether the latched random number value falls within any range). In addition, determining the number of AT additional games is also called executing the AT additional lottery. Next, in step 1516, the CPUC100 of the main control board M adds the determined number of AT additional games to the counter value of the AT counter M60, and sets the AT counter value after the addition to the AT counter M60. Next, in step 1517, the CPUC100 of the main control board M sets a command related to the determined number of AT additional games (this is a command to the sub-control board S side, and the sub-control board S can recognize whether the AT game number addition has been executed and how many games the additional number is by receiving the command), and proceeds to step 1518. In addition, in the case of payout group numbers 7 to 11, which are payout group numbers related to winning numbers that include a bonus (winning numbers 19 to 27), a lottery for AT (AT lottery, AT addition lottery) may be held.
[0090] Here, the lottery table shown outside the figure is an example of a lottery table for the number of games added when winning, and in the first embodiment, when the winning-time added role is won in some of the states related to the AT where the push order navigation is executed (in this example, "AT in progress state", "specialized premonition state", "addition specialized state", "favorable BB state"), the number of games added to the AT is determined by lottery from "0" to "300" based on the payout group number related to the game, and the determined value is added to the counter value of the AT counter M60. Note that if "0" is determined, the number of remaining games in the AT will not increase (if "0" is determined, it may be referred to as a non-win in the AT add-on lottery).
[0091] In addition, the average value (expected value) of the number of AT added games when an additional role is won at the time of winning is the value as shown in the figure, and the specific calculation method, when the winning role is watermelon A, can be calculated as follows: {number of places (600) × number of AT added games (0) + number of places (100) × number of AT added games (10) + number of places (300) × number of AT added games (30) + number of places (24) × number of AT added games (100)} / total number of places (1024) = 12.1 (games).
[0092] Next, if the winning role is Replay-B or Replay-C, it can be calculated as follows: {Number of places (500) × Number of games added to the AT (0) + Number of places (200) × Number of games added to the AT (50) + Number of places (300) × Number of games added to the AT (100) + Number of places (24) × Number of games added to the AT (300)} / Total number of places (1024) = 46.1 (games).
[0093] Next, if the winning combination is Replay-A or Replay-D1~D3, or Winning-A1~A6, it can be calculated as follows: {Number of placements (300) x Number of AT-added games (10) + Number of placements (600) x Number of AT-added games (30) + Number of placements (124) x Number of AT-added games (50)} / Total number of placements (1024) = 26.61 (games). Note that if the winning combination is Replay-A or Replay-D1~D3, or Winning-A1~A6, the number of AT games is added only if the AT status is "specialized addition status."
[0094] Next, if the winning role is a weak rare role in the BB, it can be calculated as follows: {number of places (800) × number of AT added games (0) + number of places (100) × number of AT added games (10) + number of places (100) × number of AT added games (30) + number of places (24) × number of AT added games (100)} / total number of places (1024) = 6.3 (games).
[0095] Next, if the winning role is a strong rare role in the BB, it can be calculated as follows: {number of places (300) × number of games with added AT (0) + number of places (300) × number of games with added AT (30) + number of places (400) × number of games with added AT (50) + number of places (24) × number of games with added AT (300)} / total number of places (1024) = 35.4 (games).
[0096] In the first embodiment, when the AT addition lottery is executed, the average value of the number of AT addition games may differ depending on the type of winning role, but the average value of the number of AT addition games is configured not to differ depending on the setting value. Here, when the AT addition lottery is executed based on the winning number, for example, when the same processing is executed as the AT addition lottery for the winning number 7 and the winning number 8, a process must be executed to determine whether the winning number is 7 or 8. However, as in the first embodiment, by configuring the AT addition lottery to be executed based on the payout group number, when the same processing is executed as the AT addition lottery for the winning number 7 and the winning number 8, it is possible to execute the processing related to the AT addition lottery for either the winning number 7 or the winning number 8 by simply determining whether the payout group number is 2.
[0097] Returning to the explanation of the flowchart, next, in step 1518, the CPU C100 of the main control board M judges whether the winning number for the game (or winning information for winning the prize / replay, or the ball group number, etc.) is the winning number for replay-B (reverse push white 7 replay, which is a replay in which the white seven can be aligned in a straight line on the invalid line by stopping it with a reverse push). If the answer is Yes in step 1518, in step 1520, the CPU C100 of the main control board M judges whether the number of AT games was added by replay-B, in other words, whether the number of AT games added by winning replay-B was not 0. If the answer is Yes in step 1520, in step 1522, the CPU C100 of the main control board M sets a reverse push instruction command (a command to the sub-control board S side, which executes an effect instructing to align the white seven on the invalid line by reverse push ("right → center → left")), and proceeds to step 1526. On the other hand, if the answer is No in step 1520, in step 1524, the CPU C100 of the main control board M sets a reverse push avoidance command (a command to the sub-control board S, which instructs a push order other than reverse push ("right → center → left") and executes an effect to prevent the white seven from lining up on the invalid line), and proceeds to step 1526. Note that if the answer is No in step 1518, it also proceeds to step 1526. Next, in step 1526, the CPU C100 of the main control board M determines whether the winning number for the game (or winning information for prize-winning / replay, or ball group number, etc., may be used to determine this) is a replay-C (a forward push black 7 replay, which is a replay in which the black seven can be aligned in a straight line on the invalid line by stopping the buttons in the forward push order). If the answer is Yes at step 1526, then at step 1528 the CPU C100 of the main control board M determines whether or not the number of AT games has been added by replay-C, in other words, whether or not the number of AT games added by winning replay-C was not 0.If the answer is Yes in step 1528, then in step 1530, the CPU C100 of the main control board M sets a push order instruction command (a command to the sub-control board S side, which executes an effect instructing the player to press the buttons in order ("left → center → right") to line up black sevens on an invalid line), and proceeds to the next process (processing of step 1400). On the other hand, if the answer is No in step 1528, then in step 1532, the CPU C100 of the main control board M sets a push order avoidance command (a command to the sub-control board S side, which instructs a push order other than the forward push order ("left → center → right"), and executes an effect to prevent the player from lining up black sevens on an invalid line), and proceeds to the next process (processing of step 1400). Note that if the answer is No in step 1526, then the CPU C100 also proceeds to the next process (processing of step 1400). In the first embodiment, a reverse push instruction command, a reverse push avoidance command, a forward push instruction command, and a forward push avoidance command are sent to the sub-control board S, and the sub-control board S receives these commands so that the sub-control board S can execute the effects related to the push order navigation. However, this is not limited to this, and when the AT addition lottery is won, a command indicating that the AT addition lottery has been won and relating to the number of AT addition games (for example, a command relating to the number of AT addition games related to the processing of step 1517) may be sent to the sub-control board S, and when the sub-control board S receives this command, the sub-control board S may determine the timing of execution of the effects related to the push order navigation and the presentation style. As one example, in a game in which Replay-B is won, the sub-control board S may be configured to select and execute a presentation mode instructing reverse push in the game in which the command is received (a game with an added AT game number), or the sub-control board S may be configured not to execute a presentation instructing reverse push in the game in which the command is received, but to execute a presentation instructing a push order that can result in a 7 on an invalid line in a game that subsequently satisfies a specified condition (for example, winning a specific replay role (for example, Replay-B or C)).Alternatively, in a game in which Replay-B is won and the sub-control board S receives the command (a game in which the number of AT games is added), the effect of instructing a reverse push is not executed, and an AT game number addition effect (an effect in which the display relating to the number of remaining AT games displayed on the effect display device S40 increases, for example, displaying "+30G") may be executed in a game that satisfies a predetermined condition thereafter (for example, after a predetermined number of games (a consecutive effect may be executed at the same time, in which case the final game of the consecutive effect)). In this example, the effect display device S40 also The display is configured to display the number of remaining AT games, and the display and the number of remaining AT games stored on the main control board side may be the same or different. In addition, in a game in which the replay-B is won and the sub-control board S side receives the command (a game with an AT game number added), an example of a case in which a performance instructing a reverse push is not executed and an AT game number addition performance is executed in a game that satisfies a predetermined condition after that is when a special performance (for example, a predetermined continuous performance) that encourages a bonus win is executed on the sub-control board S side (a bonus An example of this is when the sub-control board S is executing a special effect, such as when the probability of winning Replay-B inside the bonus is low (including 0%), and if the push sequence that allows for a 7 is announced, the player will realize that they have not won the bonus. Note that the information by which the sub-control board S determines that the main control board M has won the AT addition lottery and the number of remaining AT games has been added is (1) information regarding the number of remaining AT games is sent from the main control board M to the sub-control board S after the AT addition lottery. After that, the sub-control board S sends the information regarding the number of remaining AT games sent previously. (2) A command regarding the number of AT add-on games obtained as a result of the AT add-on lottery on the main control board M side is sent to the sub-control board S side. In addition, if the AT add-on lottery is not won, a command to the effect that the AT add-on lottery was not won is sent to the sub-control board S side, and when the sub-control board S side receives the command, the sub-control board S side may be configured to determine the presentation mode of the presentation regarding the push order navigation.As an example, a configuration may be adopted in which a replay-B is a winning game, and a presentation mode is selected to instruct a center push (operating the center stop button as the first stop, in a push order that avoids lining up sevens) in the game for which the sub-control board S received the command (a game in which the AT game number was not added), and executed. Note that the AT add-on lottery was executed on the main control board M side, but the information by which the sub-control board S determines that the AT remaining game number was not added is (1) information regarding the AT remaining game number transmitted from the main control board M to the sub-control board S after the AT add-on lottery. Then, on the sub-control board S side, the difference between the information regarding the number of remaining AT games sent last time and the information regarding the number of remaining AT games sent this time is calculated, and the number of AT addition games won in the AT addition lottery is determined (if the value obtained by subtracting the information regarding the number of remaining AT games sent this time from the information regarding the number of remaining AT games sent last time is 1, it is determined that the AT addition lottery was not won), (2) a command is sent to the sub-control board S side indicating that the number of AT addition games is 0 as a result of the AT addition lottery on the main control board M side.
[0098] Next, FIG. 21 is a flowchart (first page) of the AT state transition control process related to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1402, the CPUC100 of the main control board M judges whether the current state related to the AT is a state related to the AT in which the AT lottery can be executed. In the first embodiment, the state related to the AT in which the AT lottery can be executed is only the "high probability state", and by winning the BB in the "high probability state", it transitions to the "advantageous BB state", and then by winning the BB role, it transitions to the "advantageous BB state", and by ending the executed BB, it transitions to the "AT state", and the AT counter is set to 50 times, which is the initial value of the number of AT games. In addition, even if the BB is won in the "low probability state", it transitions to the "normal BB state" and does not transition to the "AT state". In addition, it is not limited to this, and it may be configured so that when the BB is won in the "normal game state", the BB role can be used as an opportunity to win the AT lottery. In such a configuration, if the BB is won in the "normal game state" and the BB role triggers the AT lottery, the game will move to the "advantageous BB internal game", and then the BB will be aligned to move to the "advantageous BB state". In addition, in the "normal game state" where the BB is won and the BB is not aligned, the game zone may be the "advantageous zone" or the "standby zone". If the answer is Yes in step 1402, in step 1404, the CPUC100 of the main control board M judges whether the condition device related to the game is an AT lottery role (in this example, the first type BB-A or the first type BB-C which is a BB role without a setting difference). In the first embodiment, both the winning number of the BB without a setting difference alone (winning numbers 19 and 24) and the winning numbers where the BB without a setting difference and the small role overlap (winning numbers 25, 26, and 27) are AT lottery roles. If the answer is Yes in step 1404, in step 1406, the CPU C100 of the main control board M determines the state of the AT for the next game onwards to be "advantageous BB internal play" and proceeds to step 1410. Also, if the answer is No in step 1402 or step 1404, proceeds to step 1410.In the first embodiment, the AT winning rate (whether or not you can win) for the AT lottery is configured to differ when the state related to the AT is different, but when the state related to the AT is the same, the AT winning rate for the AT lottery is the same even if the setting value is different (if you win the BB in the "high probability state", you will always win the AT regardless of the setting value = you will then transition to the "AT in progress state").
[0099] Next, in step 1410, the CPU C100 of the main control board M judges whether the state of the AT for the next game onward has not been determined. If the answer is Yes in step 1410, in step 1412, the CPU C100 of the main control board M judges whether the current state of the AT is a "low probability state". If the answer is Yes in step 1412, in step 1414, the CPU C100 of the main control board M judges whether the condition device for the game is a state promotion role (a small role that can transition from a "low probability state" to a "high probability state" by winning, in this example, a cherry). If the answer is Yes in step 1414, in step 1416, the CPU C100 of the main control board M executes a high probability state transition lottery that is won with a predetermined probability (in this example, 1 / 2, and it can be changed as long as it is not different depending on the set value). Next, in step 1418, the CPU C100 of the main control board M judges whether the executed high probability state transition lottery is won. If the answer is Yes at step 1418, at step 1420, the CPU C100 of the main control board M determines the state regarding the AT from the next game onwards to be the “high probability state”, and proceeds to step 1430.
[0100] Also, if the answer is No at step 1412, then at step 1424 the CPUC100 of the main control board M determines whether the current AT state is a "high probability state". If the answer is Yes at step 1424, then at step 1426 the CPUC100 of the main control board M determines whether the counter value of the high probability counter KHc is 1 (this is the final game of the high probability state, and the 10th game since the "high probability state" was entered). If the answer is Yes at step 1426, then at step 1428 the CPUC100 of the main control board M determines whether the low probability transition condition is met. Here, in the first embodiment, when the state regarding the AT is the "high probability state", the game zone is the "advantageous zone", and when the game zone is the "advantageous zone", the push order navigation is executed once or more, or the "advantageous zone" continues for a predetermined number of games (1500 games in this example), the "advantageous zone" is configured not to end (that is, even if the low probability state transition lottery is won, if the low probability transition condition is not satisfied because the push order navigation is not executed once or more, the "high probability state" is configured not to end). In addition, when the BB role is won during the "advantageous zone" and the BB is executed, the "advantageous zone" may be configured to end at any timing even if the push order navigation is not executed even once in the "advantageous zone". If the answer is Yes in step 1428, in step 1429, the CPU C100 of the main control board M determines the state regarding the AT from the next game onwards to be the "low probability state", and proceeds to step 1430. Here, the low probability transition condition is satisfied when the push order navigation is executed once. If a role with a maximum payout of 8 coins and a role with a maximum payout of 11 coins are set as push order roles (winning roles that differ depending on the reel stopping order and the player's profit rate differs), the low probability transition condition may be that the push order navigation for the role with the largest maximum payout of 11 coins is executed once. If the answer is No in step 1410, step 1414, step 1418, step 1424, step 1426, or step 1428, the process proceeds to step 1430.In this way, in the first embodiment, when a new transition is made to the "high probability state", 10 games, which are high probability games, are set in the high probability obstacle counter KHc, and the state is not transitioned to the "low probability state" until the counter value becomes 0. Note that this type of lottery method is merely an example, and for example, a low probability state transition lottery is not executed for 10 games after the transition to the "high probability state" (staying in the "high probability state" is guaranteed), and after the 10 games have elapsed, a lottery for transitioning from the "high probability state" to the "low probability state" is executed with a predetermined probability (for example, 1 / 20) for each game. Note that the AT lottery role (low probability AT lottery role, high probability AT lottery role) and state promotion role have the same winning probability for all setting values.
[0101] Next, Fig. 22 is a flowchart (second page) of the AT state transition control process related to the subroutine of step 1400 in Fig. 18 in the first embodiment. First, in step 1430, the CPUC100 of the main control board M determines whether the current AT state is "AT in progress". If the answer is Yes in step 1430, in step 1431, the CPUC100 of the main control board M determines whether the counter value of the AT counter M60 is equal to or greater than a predetermined value (4 in this example). Here, in the first embodiment, when the state regarding the AT is the "AT in progress state", if the AT counter value is 4 or more, in other words, if the number of games remaining in the AT is 4 or more, there is a 1 / 2 probability when watermelon B is won that the right to transition to the "add-on specialized state" will be acquired and the state may transition to the "specialized premonition state", whereas when the state regarding the AT is the "AT in progress state", if the AT counter value is 3 or less, in other words, if the number of games remaining in the AT is 3 or less, even if watermelon B is won, a lottery to acquire the right to transition to the "add-on specialized state" (sometimes referred to as a specialized state transition lottery) is not executed, and the state is configured not to transition to the "specialized premonition state" or the "add-on specialized state". However, without being limited to this, it may be configured so that even if the AT counter value is 3 or less, a lottery (sometimes called a specialized state transition lottery) can be held in which the player wins watermelon B and gains the right to transition to the "add-on specialized state". If configured in this way, and the player wins the lottery to win watermelon B and gain the right to transition to the "add-on specialized state" when the AT counter value is 3 or less, it may be configured so that the player can enter (or transition to) the "specialized premonition state" or "add-on specialized state" from the next game after winning the lottery, or so that the player can enter (or transition to) the "specialized premonition state" or "add-on specialized state" when the AT counter value reaches a predetermined value (for example, 1 or 0), or so that the player can enter (or transition to) the "specialized premonition state" or "add-on specialized state" after a predetermined number of games have been played since the game in which the lottery was won. Furthermore, when transitioning to the "add-on specialized state", it is not necessarily necessary to go through the "specialized precursor state", and it may be configured, for example, so that transition can be made directly from the "AT in progress state" to the "add-on specialized state".If the answer is Yes in step 1431, then in step 1432 the CPUC100 of the main control board M determines whether the condition device for the game in question is a specialized transition role (a small role that can execute a lottery to acquire the right to transition to the "additional specialized state", in this example, watermelon B). If the answer is Yes in step 1432, then in step 1433 the CPUC100 of the main control board M executes a specialized state transition lottery that has a predetermined probability of being won (in this example, 1 / 2). Next, in step 1434 the CPUC100 of the main control board M determines whether the executed specialized state transition lottery was won. If the answer is Yes in step 1434, then in step 1435 the CPUC100 of the main control board M determines the state related to the AT from the next game onwards to be the "specialized precursor state", and proceeds to step 1444-1. On the other hand, if the answer is No in step 1431, in step 1436, the CPUC100 of the main control board M judges whether the counter value of the AT counter M60 is 1 (if the AT counter value is 1, it is the AT final game). If the answer is Yes in step 1436, in step 1437, the CPUC100 of the main control board M executes a continuation lottery that has a predetermined probability of winning (in this example, 2 / 3). Next, in step 1438, the CPUC100 of the main control board M judges whether the executed continuation lottery has been won. If the answer is Yes in step 1438, in step 1439, the CPUC100 of the main control board M determines the state regarding the AT from the next game onwards to be "AT in progress state" and proceeds to step 1444-1 (the AT initial game number (in this example, 50) is set in the AT counter to satisfy the AT state transition possible condition). On the other hand, if the answer is No in step 1438, in step 1443, the CPU C100 of the main control board M determines the state of the AT for the next game onwards to be the "state for displaying whether or not revival is possible" and proceeds to step 1444-1. Note that if the answer is No in step 1430, step 1432, step 1434 or step 1436, the process also proceeds to step 1444-1. Thus, in the first embodiment, a continuation lottery is executed in the final game of the AT, and if the continuation lottery is won, the initial value of 50 games is set again in the AT counter M60. In other words, if the AT game number addition is not taken into consideration, the AT of 50 games per set continues to loop at 2 / 3.The timing of the continuation lottery is not limited to the final game of the AT, and may be configured to execute the continuation lottery in the first game of the AT (the first game that has newly entered the "AT in progress" state or the first game after the initial value is set in the AT counter M60). By configuring in this way, whether or not the next set (the AT related to the winning of the continuation lottery) will be executed (whether or not the AT will continue) has already been determined in the "AT in progress" state, so the performance during the AT can be made different between when the continuation lottery is won and when it is not won. For example, when the continuation lottery is won, the BGM can be changed (such as a song being played) in a situation where the counter value of the AT counter M60 is 1 or more (during the execution of the AT), or a performance that confirms that the continuation lottery has been won can be executed.
[0102] Next, FIG. 23 is a flowchart (third page) of the AT state transition control process related to the subroutine of step 1400 of FIG. 18 in the first embodiment. First, in step 1444-1, the CPU C100 of the main control board M judges whether the current state of the AT is a state for revival possibility performance. If the answer is Yes in step 1444-1, in step 1444-2, the CPU C100 of the main control board M judges whether the condition device for the game is a revival role (a role that can transition to the "AT in progress state" in the next game by winning in the "revival possibility performance state", in other words, a role that can pull back the AT). Here, in the first embodiment, the revival role is a role that includes any of watermelon A, watermelon B, cherry, and bonus role (only BB role without setting difference, BB role with setting difference is not included), and when the condition device for the game becomes a revival role, it is called winning the revival lottery. If the answer is Yes in step 1444-2, in step 1444-3, the CPUC100 of the main control board M determines the state of the AT from the next game onwards to be "AT in progress" and proceeds to step 1445. Here, the AT initial game number (50 in this example) is set in the AT counter to satisfy the AT state transition condition. On the other hand, if the answer is No in step 1444-2, in step 1444-4, the CPUC100 of the main control board M determines the state of the AT from the next game onwards to be "low probability state" and proceeds to step 1445. Note that, even if the answer is No in step 1441-1, the process proceeds to step 1445. Thus, in the first embodiment, even if the AT is the final game and the continuation lottery is not won, the "resurrection possible or not performance state" is entered, and if the resurrection lottery can be won in the "resurrection possible or not performance state", the "AT in progress state" is entered from the next game. Furthermore, although the "state for displaying whether or not a revival is possible" is a "favorable zone," the lotteries relating to the AT in the "AT in progress state" (AT addition lotteries, continuation lotteries, etc.) are not executed, and the system is configured so that a revival lottery can be executed, and the manner in which the lotteries relating to the AT are executed differs between the "AT in progress state" and the "state for displaying whether or not a revival is possible."
[0103] Next, in step 1445, the CPU C100 of the main control board M judges whether the state of the AT from the next game onwards has not been determined. If the answer is Yes in step 1445, in step 1446, the CPU C100 of the main control board M judges whether the transition condition of the state of the AT has been satisfied (for example, as shown in FIG. 30, the transition condition is satisfied when the number of premonition games, 10 games, is consumed in the "specialized premonition state"). If the answer is Yes in step 1446, in step 1447, the CPU C100 of the main control board M determines the state of the AT from the next game onwards and proceeds to step 1448 (for example, as shown in FIG. 30, when the number of premonition games is consumed in the "specialized premonition state", the "addition specialized state" is determined). Note that even if the answer is No in step 1445 or step 1446, the transition to step 1448 also occurs. Next, in step 1448, the CPUC100 of the main control board M sets a high probability counter value command (in this example, a command to the sub side, the current high probability counter value, in other words, a command related to the remaining number of games for which a high probability state is guaranteed), and proceeds to step 1449-1. Next, in step 1449-1, the CPUC100 of the main control board M determines whether the state related to the AT from the next game onwards is determined to be "game in advantageous BB". If the answer is Yes in step 1449-1, in step 1449-2, the CPUC100 of the main control board M clears the counter value of the high probability counter KHc to zero, and proceeds to the next process (the process of step 1450). Note that even if the answer is No in step 1499-1, the process proceeds to the next process (the process of step 1450).
[0104] In the first embodiment, the AT winning rate is configured to differ depending on the lottery state, and if a BB role (BB role with no setting difference) is won in the "low probability state", the AT transition lottery will not be won (and there will be no transition to the "AT in progress state" afterwards), whereas if a BB role (BB role with no setting difference) is won in the "high probability state", the AT transition lottery will be won (and there will be a transition to the "AT in progress state" afterwards). However, this is not limited to this, and if a condition device A, which is a specified condition device, is configured as an AT lottery role and there are "high probability state A" and "high probability state B" as states related to the AT, which is the "favorable zone", then if condition device A is won in the "high probability state A", there is a 1 / 10 chance of winning the AT transition lottery, and if condition device A is won in the "high probability state B", there is a 1 / 2 chance of winning the AT transition lottery. Furthermore, if the AT transition lottery is won, the AT state will transition to an "AT preparation state", which is a preparation state until transitioning to an "AT in progress state", and then, if a specified termination condition (for example, 10 games have passed since transitioning to the "AT preparation state") is met, the state will transition to the "AT in progress state".
[0105] Next, FIG. 24 is a flowchart of the condition device number management process related to the subroutine of step 1450 of FIG. 18 in the first embodiment. First, in step 1451, the CPUC100 of the main control board M judges whether the current play area is an "advantageous area". If the answer is Yes in step 1451, in step 1452, the CPUC100 of the main control board M sets a command related to winning / replay winning information (a command on the sub-control board S side, for example, a command related to winning / replay winning information related to the game). Next, in step 1454, the CPUC100 of the main control board M judges whether the condition device related to the game is a role with push order (a condition device in which the role that wins varies depending on the push order, for example, winning-A1, etc.). If the answer is Yes in step 1454, in step 1458, the CPU C100 of the main control board M determines the instruction number (also called the push order number) in the game based on the winning / replay winning information related to the game, and stores the instruction number in a RAM address for storing the instruction number (an address different from the RAM address for displaying the push order navigation). The instruction number is information related to the push order, and in this example, it is determined by the main control board M and sent to the sub-control board S (details will be described later). In addition, the sub-control board S can display the push order navigation on the performance display device S40 by receiving the instruction number. It is configured so that the instruction number is determined (not shown, but the instruction number is initialized based on clearing the instruction number) even when the push order navigation is not executed. It is also possible to configure so that a predetermined instruction number (for example, AX) dedicated to the push order guessing game is determined when the push order guessing game is executed. Next, in step 1460, the CPU C100 of the main control board M executes a push order navigation display on the push order display device D270 based on the instruction number related to the game (see FIG. 34 for a display image of the push order navigation display on the main control board side). Next, in step 1466, the CPU C100 of the main control board M sets (for example, sets in the register area) a command (a command to the sub side) related to the instruction number determined in step 1458, and proceeds to step 1472 (see FIG. 34 for a display image of the push order navigation display on the sub control board side).In this example, the push order display device D270 and the performance display device S40 display the reel stop order that will give the player the highest profits, which is referred to as push order navigation, displaying the push order navigation display, etc. In the first embodiment, the push order navigation is displayed based on the instruction number, and for example, the push order of "left → middle → right" is configured to be displayed as "=1" on the push order display device D270, and is configured to be displayed as "=1" in both the push order bell and the push order replay. In addition, this is not limited to this, and the push order navigation of "left → middle → right" may be displayed in a different display mode when it is displayed on the push order display device D270 in a game related to the push order bell and when it is displayed on the push order display device D270 in a game related to the push order replay. In other words, the number of types of display modes of the push order navigation displayed on the push order display device D270 may be configured to be the same as the number of types of winning and replay winning information.
[0106] Also, if the answer is No in step 1451 or step 1454, in step 1468, the CPUC100 of the main control board M executes a masking process on the winning / replay winning information of the game, and stores the masked information in a predetermined address of the RAM. Here, if the winning / replay winning information of the game is transmitted to the sub-control board S, and the winning / replay winning information is recognized by a fraudulent act, the highly profitable push order (reel stop order) of the game will be recognized. Therefore, in this example, the winning / replay winning information of the game is configured to be masked {a process for making the winning / replay winning information (especially the information related to the push order) secret} before being transmitted to the sub-control board S, so that the highly profitable push order cannot be recognized. In the first embodiment, the method of masking is configured to send multiple winning / replay winning information (winning / replay winning information having a similar role is suitable, for example, multiple winning / replay winning information that may stop and display a symbol combination that becomes a replay role in which the RT state is transitioned depending on the push order) as one performance group number (for example, winning / replay winning information 4-6 is set as performance group 4) to the sub-control board S. The method of masking is not limited to this, and for example, it may be configured to provide new winning / replay winning information after masking after the provided winning / replay winning information (0-18 in this example). Also, in such a case, it is desirable to configure the existing winning / replay winning information to have multiple winning / replay winning information as one winning / replay winning information after mask processing, like the performance group number (for example, the winning / replay winning information 4 to 6 is the winning / replay winning information 19 (newly created winning / replay winning information), which is the winning / replay winning information after mask processing). In addition, when it is determined that the game is one in which operation information (push order navigation) is notified based on the state of the AT in the main control board M, the winning / replay winning information is sent to the sub-control board S, and in the game in which operation information is not notified, the performance group number may be sent to the sub-control board S. When configured in this way, the command related to the instruction number may be sent to the sub-control board S, or it may not be sent.
[0107] Next, in step 1470, the CPUC100 of the main control board M sets (for example, in a register area) a command (a command to the sub side) related to the performance group number after the mask process is executed, and proceeds to step 1472. Next, in step 1472, the CPUC100 of the main control board M sets (for example, in a register area) a command (a command to the sub side) related to bonus winning information (whether or not a bonus has been won can be recognized on the sub side), and proceeds to the next process (processing of step 1550). Note that in the first embodiment, the system is configured to derive the winning / replay winning information and the bonus winning information from the winning number, and the derivation method will be described later. Also, as shown in the lower part of the figure, examples of push order navigation display are configured as follows in the case of "AT in progress state": (1) if a fall replay role is included → navigate to a push order that does not stop and display the fall replay role, (2) if a bell (1 coin role to 11 coin role) → navigate to a push order that will pay out the most coins, etc. In this way, in the first embodiment, when the play area is an "advantageous area", it is configured to be able to transmit winning / replay winning information (a number that can identify the type of winning role and the most advantageous push order for the player) and instruction number (a number that can identify the most advantageous push order for the player) to the sub-control board S side, while when the play area is a "normal area", it is configured to be able to transmit a performance group number (a number that can identify only the outline of the winning role) to the sub-control board S side. In other words, in the "favorable zone", the winning information for the game, including winning information for replay in which the game outcome and the player's benefit differ depending on the button press order, can be sent directly to the sub-control board S, whereas in a game zone that is not the "favorable zone", the winning information for the game is not sent, and in the case of winning information for replay in which the game outcome and the player's benefit differ depending on the button press order, a performance group number that conceals the information regarding the button press order is sent to the sub-control board S.
[0108] In addition, when the game zone is not a "favorable zone", etc., the main control board M is configured to execute mask processing to determine the performance group number when transmitting the winning / replay winning information determined by the main control board M to the sub-control board S, and to transmit the performance group number to the sub-control board S. In addition, the performance group number is a number assigned to the winning / replay winning information that is grouped with winning roles that play similar roles (for example, replay roles that include falling replay roles, push order bells, etc.). By executing mask processing {processing to make the winning / replay winning information (especially information related to the push order) secret} on the winning / replay winning information related to the game before transmitting it to the sub-control board S, it is possible to prevent a situation in which the winning / replay winning information is recognized through fraudulent acts and a highly profitable push order (reel stop order) related to the game is recognized.
[0109] Next, FIG. 25 is a flowchart of the reel rotation start preparation process related to the subroutine of step 1550 of FIG. 18 in the first embodiment. First, in step 1552, the CPUC100 of the main control board M judges whether the timer value of the game interval minimum time timer M70 (decrement timer) is 0 or not. Here, the game interval minimum time timer M70 is a timer that measures the time (4.1 seconds in this example) that should be secured from a certain game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). If the answer is Yes in step 1552, in step 1554, the CPUC100 of the main control board M sets the timer value of the game interval minimum time timer M70 to a new minimum time (sometimes called the minimum game time, 4.1 seconds in this example) and starts it. On the other hand, if the answer is No in step 1552, the CPUC100 of the main control board M executes an infinite loop process. Next, in step 1556, the CPUC100 of the main control board M clears the information on the reel stop order and the information on the push order related to the finished game. Next, in step 1558, the CPUC100 of the main control board M clears the information on the reel stop related to the finished game and the pull-in point creation request. Next, in step 1560, the CPUC100 of the main control board M initializes the symbol stop position data related to the finished game. Next, in step 1562, the CPUC100 of the main control board M sets the output request at the time of reel rotation start waiting related to the game. Next, in step 1564, the CPUC100 of the main control board M sets the reel control command related to the game and proceeds to the next process (processing of step 1260). In other words, the processing of steps 1562 and 1564 makes it possible to send a command to the sub-control board S to indicate that the reel will start rotating.
[0110] Next, FIG. 26 is a flowchart of the remaining game number management process related to the subroutine of step 3400 of FIG. 18 in the first embodiment. First, in step 3402, the CPUC100 of the main control board M judges whether the current play zone is an "advantageous zone". The "advantageous zone" is one of the play zones, and is a play zone that is likely to be set in a play situation that is advantageous for the player, such as when the AT-related state is an "AT in progress state". If the answer is Yes in step 3402, in step 3404, the CPUC100 of the main control board M subtracts 1 from the counter value of the advantageous zone remaining game number counter YKc-1 (a decrement counter, which is set to an initial value of 1500, which is the maximum number of games that can be stayed in the "advantageous zone", and which can be subtracted every game during the period of the "advantageous zone").
[0111] Next, in step 3408, the CPUC100 of the main control board M determines whether the current AT state is "AT in progress state." If the answer is Yes in step 3408, in step 3410, the CPUC100 of the main control board M decrements the AT counter value by 1. Next, in step 3412, the CPUC100 of the main control board M determines whether the AT state is a high probability state. If the answer is Yes in step 3412, in step 3414, the CPUC100 of the main control board M decrements the counter value of the high probability failure counter KHc by 1 and proceeds to the next process (processing of step 1700). Note that even if the answer is No in step 3402, step 3408, or step 3412, the process proceeds to the next process (processing of step 1700). In this way, in the first embodiment, when the state related to the AT that can be displayed by the push order navigation is "AT in progress", the AT counter value is subtracted every game, but when it is "advantageous BB state", "game in advantageous BB", "specialized premonition state" or "addition specialization state", the AT counter value is not subtracted even if the game is executed. In other words, when the "AT in progress state" is shifted to the "specialized premonition state" in a situation where the AT counter value remains (1 or more remains), the AT counter value is maintained and the transition (transition) can be made from "AT in progress state" to "specialized premonition state" to "addition specialization state". Note that even if the state related to the AT is "AT in progress", if a winning number including a bonus role is determined in that game, the AT counter value can be prevented from being subtracted by 1. At this time, for example, the AT counter value stored in the RAM of the main control board M is not subtracted, but the display may be controlled so that the remaining AT game number displayed on the performance display device S40 controlled by the sub-control board S is subtracted.For example, if a game is executed and a bonus is won when the AT counter value is "30" and the number of remaining AT games displayed on the performance display device S40 is "30," the AT counter value will remain at "30," or will store "30+α," which is the value obtained by adding the value "α" obtained by the AT addition lottery for that game. However, upon operation of the start lever D50, the number of remaining AT games displayed on the performance display device S40 may be displayed as "29," or "29+α," which is the value obtained by adding the value "α" obtained by the AT addition lottery (note that the "α" obtained by the addition lottery may not be announced during the game, but may be announced during a specific game after the game (at the start of bonus play, during bonus play, at the end of bonus play, or a game that meets specified conditions after the end of bonus play)). The number of remaining AT games displayed on the performance display device S40 can be configured to be subtracted by one for each play even in "playing inside advantageous BB", and the number of remaining AT games can be configured to be subtracted for each play until a performance suggesting a bonus confirmation (for example, a bonus confirmation screen) is output. By configuring in this way, when a bonus is won in a state where push order navigation such as "AT in progress state" can be executed, it is possible to prevent the player from immediately knowing that the bonus has been won. In other words, after the winning number including the bonus role is determined, a continuous performance over multiple plays that stirs up whether or not the bonus has been won can be executed using the performance display device S40, etc., to increase the interest in the game. In addition, the number of remaining AT games displayed on the performance display device S40 after the bonus game ends can be controlled to display "30", or a value greater than "30" when the result of the AT addition lottery is won and the result of the addition is notified.In addition, when the AT counter value is "1" and the number of remaining AT games displayed on the performance display device S40 is "1", if a game is played and a bonus is won, the display related to the number of remaining AT games displayed on the performance display device S40 becomes "0", but while maintaining this state, a continuous performance over multiple games is executed to incite whether or not the bonus has been won, and when the AT counter value is "1" and the number of remaining AT games displayed on the performance display device S40 is "1", a game is played and a winning number (or winning number for winning prizes and replays, or a ball group number) that may be used to execute the AT addition lottery is won, and if the AT addition lottery is not won, the number of AT games becomes "0" and the number of AT games displayed on the performance display device S40 becomes "0". In addition, when the number of remaining AT games is small, the probability of executing the continuous performance may be set lower (including 0%) than when the number of remaining AT games is large.
[0112] Next, FIG. 27 is a flowchart of the RT state transition control process related to the subroutine of step 1700 of FIG. 18 in the first embodiment. First, in step 1702, the CPUC100 of the main control board M judges whether the RT state transition possible condition is satisfied in the game. Here, in the first embodiment, the RT state transition possible condition is configured to be satisfied by the execution of RAM clear (initialization of RAM), the stop display of replay (in this example, the stop display of replay 04), and the winning, starting, and ending of BB. If the answer is Yes in step 1702, in step 1704, the CPUC100 of the main control board M determines whether the RT state transition is possible and the RT state after the next game based on the satisfied RT state transition possible condition (see the RT state transition diagram in FIG. 28), and proceeds to the next process (processing of step 1750). Note that, even if the answer is No in step 1702, the CPUC100 proceeds to the next process (processing of step 1750). In the first embodiment, the RT state transition control process is executed after all reels have stopped, but when transitioning to "RT1", the transition timing may be when the lever is turned on. The timing for transitioning the RT state (storing the RT number in RAM) can be determined appropriately.
[0113] Next, FIG. 28 is an RT state transition diagram in the first embodiment. In the first embodiment, there are four RT states, "RT0" to "RT2" and "Type 1 BB-A, B, C", and the RT state transition occurs when the conditions indicated by the arrows in the figure are met. As a specific example of the transition of the RT state, when the RT state is "RT1", RAM initialization is executed, or when replay 04 is stopped and displayed, the state transitions to "RT0". When replay 04 is stopped and displayed, specifically, when "replay-D1" is won in a situation where the RT state is "RT1", if the left stop button is operated as the first stop, replay 01 to 03 are stopped and "RT1" is maintained as the RT state. On the other hand, when "replay-D1" is won in a situation where the RT state is "RT1", if the center stop button or right stop button is operated as the first stop, replay 04 is stopped and displayed, and the RT state transitions from "RT1" to "RT0".
[0114] In addition, when the RT state is "RT0" or "RT1", if you win the BB role and do not win the BB role in the game in which you won (the condition device related to 1 type BB-A, B, C is activated), the RT state will transition to "RT2". In addition, if you win the BB role in "RT2" (1 type BB-A, B, C is activated), it will transition to "1 type BB-A, B, C". In addition, if BB ends in "1 type BB-A, B, C" (the operation of 1 type BB-A, B, C ends), it will transition to "RT1". In addition, when the AT state is in the "low probability state" and BB is won, if the BB ends, the RT state will transition to "RT1", which is highly profitable for the player. However, since the AT state is in a state in which push order navigation does not occur, when "Replay-D1~D3" is won, Replay 04 will be displayed as stopped by stopping the reels in an incorrect push order (the first stop is one of three options: left button, middle button, and right button, and one of the three options is the correct push order and replays other than Replay 04 are displayed as stopped, and two of the three options are incorrect push orders and Replay 04 is displayed as stopped), and the state will transition from "RT1" to "RT0". In addition, if the AT state is "high probability state", "AT state", "specialized premonition state" or "addition specialized state", BB is won, and when the BB ends, the RT state will transition to "RT1", which is highly profitable for the player, and the AT state is a state in which push order navigation occurs, so even if "Replay-D1~D3" is won, Replay 04 will navigate you to the correct push order that does not display a stop, so "RT1" can be maintained.
[0115] Next, FIG. 29 is a flowchart of the AT state start control process related to the subroutine of step 1750 of FIG. 18 in the first embodiment. First, in step 1752, the CPUC100 of the main control board M judges whether the AT state transition possible condition is satisfied in the game. The AT state transition possible condition is satisfied, for example, when (1) the BB without setting difference won in the "high probability state" ends, (2) the continuation lottery is won, or (3) the revival lottery is won. If the answer is Yes in step 1752, in step 1754, the CPUC100 of the main control board M sets the AT initial game number (50 in this example, the number of games from which subtraction starts after transition to the "AT state") in the AT counter M60, triggered by a new transition to the "AT precursor state", and proceeds to step 1756. If the answer is No in step 1752, the CPUC100 also proceeds to step 1756. Next, in step 1756, the CPU C100 of the main control board M determines whether the current AT state is not a high probability state. If the answer is Yes in step 1756, in step 1758, the CPU C100 of the main control board M determines whether the AT state for the next game is a high probability state. If the answer is Yes in step 1758, in step 1760, the CPU C100 of the main control board M sets the number of high probability games (10 in this example) in the high probability counter and proceeds to the next process (processing of step 3500). Note that even if the answer is No in step 1756 or step 1758, the process proceeds to the next process (processing of step 3500). In addition, after winning BB in the "high probability state" and transitioning to "game in favorable BB", if the number of AT games is added in the "favorable BB state" by winning BB, the initial value set in the AT counter will exceed 50 when the BB ends and transitions from the "favorable BB state" to the "AT in progress state". Specifically, if the number of AT games is added by 30 in the "favorable BB state" and then transitions to the "AT in progress state", the AT counter will be set to 80 (initial value 50 + added 30).In this case, if an effect is performed to inform the player that 30 games have been added in the "advantageous BB state", it is desirable to inform the player that the initial number of AT games is 80 games at the start of the "AT state", but as another notification method, it is also possible to present the player with the initial value of 50 games at the start of the "AT state" without performing an effect to inform the player that 30 games have been added in the "advantageous BB state", and then perform an effect to inform the player that 30 games have been added during the AT (for example, immediately after the start of the "AT state" or when the number of remaining AT games in the effect display device S40 is small). By doing this, the player cannot clearly grasp whether the AT game number has been added in the "advantageous BB state" or how many games have been added, so that it is possible to increase the interest in the addition effect that suddenly occurs for an unknown reason during the AT (a state in which push order navigation can occur). In this example, the AT initial game number is set in the AT counter M60 in step 1754, but the execution timing of the process of setting the AT initial game number is not limited to that of this example, and the AT initial game number may be set in the AT counter M60 at the timing of executing the AT state transition control process of step 1400 described above. Also, the number of games (AT initial game number) set in the AT counter M60 is configured to be subtracted from the time when the game after the BB ends (the state related to the AT becomes "AT in progress state") (subtraction does not start during the BB). Also, the counter value of the AT counter M60 is configured to be stored in the memory area of the RAM of the main control board M.
[0116] Next, FIG. 30 is an AT state transition diagram in the first embodiment. In the first embodiment, there are 10 AT-related states, including "low probability state", "playing in normal BB", "normal BB state", "high probability state", "AT state", "specialized premonition state", "addition specialized state", "playing in favorable BB", "favorable BB state", and "state for revival possibility performance", and the AT-related state transition occurs when the conditions shown by the arrows in the figure are satisfied. For example, if you win watermelon B in the "AT state" and win the specialized state transition lottery with a 1 / 2 chance of winning, you will transition to the "specialized premonition state". In addition, if 10 games have passed (consumed) since transitioning to the "specialized premonition state", you will transition to the "addition specialized state". In addition, as for the game zone, the three AT states of "low probability state", "playing in normal BB", and "normal BB state" are set to the "normal zone", and the seven AT states of "high probability state", "AT state", "specialized premonition state", "addition specialization state", "playing in favorable BB", "favorable BB state", and "state for revival possibility performance" are set to the "favorable zone". In other words, even if the state of the seven ATs that are "favorable zones" is transitioning (shifting), if 1500 games have passed without being set to the "normal zone", the "favorable zone" will be forcibly ended and set to the "normal zone". In addition, when the push order navigation is displayed in the "AT state", "specialized premonition state", or "addition specialization state", which are the notification game states, the game state is maintained even if replay 04 is stopped and displayed.
[0117] As mentioned above, in the "AT in progress state", if the counter value of the AT counter M60 is 0 and the continuation lottery is not won, the state will be the "resurrection possible or not presentation state". If the resurrection lottery is won in the "resurrection possible or not presentation state", the state will return to the "AT in progress state" again. On the other hand, if the resurrection lottery is not won in the "resurrection possible or not presentation state", the state will transition to the "low probability state" and will change from the "advantageous zone" to the "normal zone".
[0118] When a BB with no setting difference (1 type BB-A or 1 type BB-C) is won in the "high probability state", the BB with no setting difference is activated, and the "advantageous BB state" ends, the state transitions to the "AT in state". Also, when a BB with no setting difference (1 type BB-A or 1 type BB-C) is won in the "AT in state", the BB with no setting difference is activated, and the "advantageous BB state" ends, the state transitions to the "AT in state". Also, when a BB with no setting difference (1 type BB-A or 1 type BB-C) is won in the "state for possible revival", the BB with no setting difference is activated, and the "advantageous BB state" ends, the state transitions to the "AT in state" (to win the revival lottery). Furthermore, when a BB with setting difference (1 type BB-B) is won in the "Revival possibility performance state", the BB with setting difference is activated, and the "advantageous BB state" ends, if the BB with setting difference is the winning number associated with a single BB role (winning number 20), the state will enter a "low probability state" after the BB ends (because the BB role with setting difference will not trigger a win in the revival lottery), and if the BB with setting difference is a winning number that overlaps with a rare role (winning numbers 21 to 23), the state will enter an "AT in progress state" after the BB ends (because the rare role will trigger a win in the revival lottery).
[0119] In addition, if you are in a "favorable zone" and in a "high probability state," you will win BB with setting difference (Type 1 BB-B), and when the BB with setting difference is activated and the "favorable BB state" ends, you will transition to a "high probability state."
[0120] In addition, the state related to the AT to which it transitions after the end of the "advantageous BB state" is the "AT state", "specialized premonition state", or "add-on specialized state" that is related to the AT when the BB is won after the end of a BB won during an AT ("AT state", "specialized premonition state", "add-on specialized state") (both for BB with and without setting difference), and after the end of a BB without setting difference won during a non-AT ("high probability state"), it transitions to the "AT state". In addition, after the end of a BB with setting difference won during a non-AT ("high probability state"), it transitions to the "high probability state".
[0121] The state of the AT is not limited to that of the first embodiment, and may be configured such that, for example, an AT lottery is executed by winning a predetermined winning number in the "low probability state" or "high probability state", a transition to a "premonition state" occurs by winning the AT lottery, and a transition to an "AT in progress state" occurs after 16 to 32 games have passed. In such a configuration, an AT lottery is executed by winning the predetermined condition device, and if the AT lottery is not won, a transition to a "false premonition state" occurs, and a transition to a "low probability state" or "high probability state" occurs after 16 to 32 games have passed. In addition, a "standby section" different from the "advantageous section" and the "normal section" may be provided as a game section. For example, in the case where an AT lottery is executed by winning "cherry", when "BB+cherry", which is an overlap of BB and cherry, is won, and the AT lottery is won, the state inside the BB until "BB" of "BB+cherry" wins may be configured as a "standby section". In this way, by providing a "standby section", in the case where the BB is won in the "low probability state" and the AT lottery is not won, and in the case where the BB is won in the "low probability state" and the AT lottery is won, the advantageous section indicator YH is turned off during the period until the BB pattern combination is complete (until the advantageous section indicator is turned on), so that the player can be prompted to check whether or not the AT lottery has been won. In addition, when the BB is won in the "addition specialization state", the "addition specialization state" may be configured to resume after the BB ends, and in such a case, the AT addition lottery is executed during the BB as the BB won in the "addition specialization state" different from the BB won in the "AT in-state" (for example, it is easier to win the AT addition lottery than the BB won in the "AT in-state", and the number of games per AT game number addition is relatively large). In addition, if a BB is won in the "specialized precursor state", the state may be configured to transition to the "add-on specialized state" after the BB ends, and if configured in this way, the AT add-on lottery may be executed during the BB in the same way as for a BB won in the "add-on specialized state".
[0122] Next, FIG. 31 is a flowchart of the game zone transition control process related to the subroutine of step 3500 in FIG. 18 in the first embodiment. First, in the first embodiment, there is a game zone as a zone related to the game state, and there are two game zones, a "normal zone" that is relatively low profit for the player and a "profitable zone" that is relatively high profit for the player. As an explanation of the flowchart, first, in step 3508, the CPUC100 of the main control board M judges whether the game zone related to the game is a "normal zone". If the answer is Yes in step 3508, in step 3510, the CPUC100 of the main control board M determines the game zone for the next game and thereafter to be a game zone corresponding to the current AT state and the current game situation, and proceeds to step 3528. On the other hand, if the answer is No in step 3508, in other words, if the game zone is the "favorable zone", in step 3514, the CPUC100 of the main control board M judges whether the counter value of the favorable zone remaining game number counter YKc-1 is 0 or not, in other words, whether the "favorable zone" has reached the maximum number of games that can be continued. If the answer is Yes in step 3514, in step 3515, the CPUC100 of the main control board M clears all information related to the AT (thereby, the AT counter value becomes 0, and the number of games stayed in the "specialized premonition state" also becomes 0). On the other hand, if the answer is No in step 3514, in step 3518, the CPUC100 of the main control board M judges whether any favorable zone end condition is not satisfied. Here, any favorable zone end condition is an end condition of the "favorable zone" other than when the counter value of the favorable zone remaining game number counter YKc-1 becomes 0, for example, when the AT counter value becomes 0 or when the push order navigation is executed a predetermined number of times. If the answer is No in step 3518, that is, if any of the favorable zone end conditions are met, the process proceeds to step 3515. In this way, in the first embodiment, when the "favorable zone" ends and the "normal zone" is set from the next game onwards, all information related to the AT (information relating to the number of games the AT will continue, the number of games remaining in the AT, etc.) is cleared, so that the conditions for entering the "favorable zone" again in the subsequent "normal zone" will not be relaxed.The information related to the AT that is cleared by the processing of step 3515 (processing at the end of the favorable zone) includes the counter value of the counter YKc-1 for the number of games remaining in the favorable zone, a flag indicating the game state, etc. In addition, these pieces of information are also cleared by clearing the RAM when the setting is changed, but depending on the RAM clearing at the time of changing the setting, information related to the "condition device related to the continuous operation device of the role (BB)", "RT state", "number of stored coins", etc. is also cleared, whereas depending on the processing of step 3515 (processing at the end of the favorable zone), information related to the "condition device related to the continuous operation device of the role (BB)", "RT state", "number of stored coins", etc. is not cleared. In this way, the RAM clear range at the time of changing the setting is different from the clear range at the end of the "favorable zone" (for example, when the processing of step 3515 is executed). In addition, it is possible to configure it so that the "condition device related to the continuous operation device of the role (BB)" and "RT state" are retained by clearing the RAM when the setting is changed. In addition, the addresses of the range to be cleared at the end of the "favorable zone" are continuous. By making the addresses in the range to be cleared when the "advantageous period" ends consecutively in this way, it is possible to clear the addresses with a simple process of specifying the first address to be cleared during the clearing process and the range of addresses to be cleared. Furthermore, when the "advantageous period" ends, a command notifying the end of the "advantageous period" is sent from the main control board M to the sub-control board S. However, even if the sub-control board S receives this command, it is configured not to erase the game history, such as information indicating that it was an "advantageous period" or information regarding how many games have been played in the "AT state". However, when RAM clear is executed when changing settings, the game history on the sub-control board S, such as information indicating that it was an "advantageous period" or information regarding how many games have been played in the "AT state", will also be erased.
[0123] In addition, when the "favorable zone" ends because the counter value of the favorable zone remaining game number counter YKc-1 becomes 0, (1) if the current AT state is a "high probability state", the AT state in the next game will become a "low probability state", (2) if the current AT state is a "play in favorable BB", the AT state in the next game will become a "play in normal BB", (3) if the current AT state is a "favorable BB state", the AT state in the next game will become a "normal BB state", (4) if the current AT state is an "AT state", "specialized precursor state", "addition specialized state" or "state for revival possibility performance", the AT state in the next game will be a "low probability state". (Because information related to AT is cleared.)
[0124] Next, in step 3516, the CPUC100 of the main control board M sets the game zone after the next game to the "normal zone". Next, in step 3517, the CPUC100 of the main control board M turns off the advantageous zone indicator YH because the "advantageous zone" has ended, and proceeds to step 3528. Note that the advantageous zone indicator YH is configured to be turned off when the "advantageous zone" ends and is set to the "normal zone", but the detailed timing of turning it off is not limited to the timing of the first embodiment, and for example, the advantageous zone indicator YH may be configured to be turned off when a game medal related to a game in which the "advantageous zone" ends and becomes the "normal zone" is inserted. In other words, it is sufficient to configure the advantageous zone indicator YH to be turned off before the start lever D50 is operated to start the next game. On the other hand, if the answer is Yes in step 3518, in step 3520, the CPUC100 of the main control board M determines the game zone after the next game to be the "advantageous zone", and proceeds to step 3528.
[0125] Next, in step 3528, the CPU C100 of the main control board M determines whether or not it has been decided to set a new "favorable zone" in the next game (whether it has been decided to set the "normal zone" to the "favorable zone"). If the answer is Yes in step 3528, in step 3530, the CPU C100 of the main control board M sets a predetermined value to the favorable zone remaining game number counter YKc-1. The predetermined value set to the favorable zone remaining game number counter YKc-1 is a fixed value (1500 in this example) that is common to all set values. Next, in step 3534, the CPU C100 of the main control board M turns on the favorable zone indicator YH and proceeds to the next process (processing of step 1293). If the answer is No in step 3528, the process also proceeds to the next process (processing of step 1293). In the first embodiment, the lighting process of the advantageous zone indicator YH is executed at the timing of step 3534, but the lighting timing of the advantageous zone indicator YH is not limited to this, and the lighting timing of the advantageous zone indicator YH may be set appropriately within the period from the operation of the start lever in the game before the new "advantageous zone" (the game in the "normal zone") to the timing when it becomes possible to insert a game medal in the game that will become the new "advantageous zone" (if the game before the new "advantageous zone" was a game related to replay, to the timing when the operation of the start lever in the game that will become the new "advantageous zone" becomes valid).
[0126] 32 is a flowchart of a timer interrupt process related to the subroutine of step 1600 in the first embodiment. The subroutine process is started when a timer interrupt is started in the process of step 1040 or step 1104, and is configured to be executed periodically thereafter at a predetermined time interval (T in this example, but a time of about 2 ms is set, for example).
[0127] First, in step 1602, the CPUC100 of the main control board M executes processing at the start of an interrupt (e.g., saving data held in a register in the CPUC100, checking the input port of a power interruption detection signal, etc.). Next, in step 1604, the CPUC100 of the main control board M determines whether or not a power interruption is currently detected (in the current interrupt processing). If the answer is No in step 1604, in step 1900, the CPUC100 of the main control board M executes processing at the time of power interruption, which will be described later. On the other hand, if the answer is Yes in step 1604, in step 1606, the CPUC100 of the main control board M starts timer measurement (updating various timers managed by software). Next, in step 1608, the CPUC100 of the main control board M generates input port data and stores the data (updating the storage area for each input port data in the RAM area). Here, input port data refers to information related to the detection of the settlement button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power failure detection signal, deposit reception sensor D10s, first deposit sensor D20s, second deposit sensor D30s, first dispensing sensor H10s, second dispensing sensor H20s, etc. (i.e., the presence or absence of operation of these operating components and the sensor detection status are sampled at interrupt interval T).
[0128] Next, in step 1610, the CPUC100 of the main control board M refers to the input port data in the RAM area, and switches the door switch flag and the setting key switch flag on and off according to the sampling result of each input port data (for example, when the switch state of the door switch D80 is continuously on over a plurality of samplings, it is possible to detect that the front door DU is open without being affected by noise by turning on the door switch flag). Next, in step 6100, the CPUC100 of the main control board M executes a reel drive control process (a process related to the control of the drive of the reel M50, which will be described in detail later) for all reels (left reel M51, center reel M52, right reel M53). Next, in step 1612, the CPUC100 of the main control board M refers to the AT counter M60, and judges whether the counter value is greater than 0 or not. If the answer is Yes in step 1612, then in step 1613, the CPU C100 of the main control board M displays the number of remaining AT games (number of AT games) on the AT counter value display device D280, and proceeds to step 1614. Incidentally, if the answer is No in step 1612, then proceeds to step 1614 as well. Incidentally, if there is no AT counter value display device D280 controlled by the main control board M, the processing of steps 1612 and 1613 is unnecessary. Next, in step 1614, the CPU C100 of the main control board M outputs output data to the output port. Here, the output data is data for driving the reels M50, the blockers D100, etc. Next, in step 1616, the CPU C100 of the main control board M determines whether all error flags are off (although not shown, all error-related flags such as the inserted medal backflow error flag, inserted medal number error flag, inserted medal retention error flag, inserted abnormality error flag, payout abnormality error flag, payout medal retention error flag, door switch flag, etc. are off). If the answer is Yes in step 1616, in step 1618, the CPU C100 of the main control board M sets (for example, in the register area) an error no detection command (a command to the sub side indicating that no error has been detected) and proceeds to step 1622.On the other hand, if the answer is No in step 1616, in step 1620, the CPUC100 of the main control board M sets (for example, sets in the register area) an error detection command (a command to the sub side, a command related to the fact that an error has been detected) and proceeds to step 1622. In step 1620, information related to the error (currently occurring error) corresponding to the error flag that is on is configured to be transmitted to the sub side. In addition, the error non-detection command may be set only when the error is released from the state in which the error occurred (only when it is determined that the flag has been turned off), and when an error is not detected, the setting process of the information may not be executed (step 1618 may not be performed). Furthermore, the error detection command may be set only when an error occurs from a state in which no error has occurred, or may be set when the type of error changes from a state in which a first error (for example, an inserted medal retention error) to a second error (for example, a paid medal retention error).
[0129] Next, in step 1622, the CPUC100 of the main control board M transmits a control command (a command on the sub side) (for example, if it has been set in the register area in step 1618 or step 1620, the set control command is transmitted). Here, the commands transmitted to the sub control board S include a command related to the start lever operation timing (transmitted immediately after the start lever is operated), a command related to the first reel stop acceptance timing (transmitted immediately after the stop button is operated as the first stop), a command related to the second reel stop acceptance timing (transmitted immediately after the stop button is operated as the second stop), a command related to the third reel stop acceptance timing (transmitted immediately after the stop button is operated as the third stop), a command related to the stop timing of the stop display pattern (transmitted immediately after the stop button is operated as the display pattern stop), a command related to winning information and replay winning information ... and a command related to the second reel stop acceptance timing (transmitted immediately after the stop button is operated as the third stop). immediately after the start lever operation (only during the favorable zone), a command related to bonus winning information (sent immediately after the start lever operation), a command related to the RT state (sent between the time when all reels stop and the time when the next game starts), a command related to the state of the AT (sent between the time when all reels stop and the time when the next game starts), a high security counter value command (sent immediately after the start lever operation), a command related to the number of remaining games in the AT (sent between the time when all reels stop and the time when the next game starts, or immediately after the start lever operation), a command related to the game zone (sent between the time when all reels stop and the time when the next game starts), etc. Next, in step 1624, the CPUC100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the reel type gaming machine P to an external hall computer, etc.). Note that, as information related to errors output by the external signal, door opening error, abnormal insertion error, abnormal payout error, insertion reception sensor retention error, etc. are output, although not shown. In addition, the door open error is configured to occur when the front door DU is opened and the door switch flag is turned on, and the deposit reception sensor retention error is configured to occur when the deposit reception sensor detects a game medal being retained.Next, in step 1626, the CPUC100 of the main control board M outputs output data of an LED (such as a 7-segment LED lamp) (for example, lighting a specific 7-segment LED unit among a plurality of 7-segment LED units, and lighting a specific segment of the 7-segment) (so-called dynamic lighting). Next, in step 1628, the CPUC100 of the main control board M executes the lighting mode of the LED (for example, changing the lighting color of the LED). Note that step 1628 does not have to be executed. Next, in step 1630, the CPUC100 of the main control board M executes software random number management processing (such as updating the random number value managed by software). Next, in step 1632, the CPUC100 of the main control board M acquires internal information register data (the internal information register has an area where an abnormality flag bit is set when an abnormality occurs in the random number generation circuit). Next, in step 1634, the CPUC100 of the main control board M judges whether the frequency of the random number update clock is normal (whether an abnormality flag bit indicating the frequency abnormality is not set). Specifically, when the frequency of the random number update clock falls below a predetermined value, the abnormality flag bit is set. If the answer is Yes in step 1634, in step 1636, the CPUC100 of the main control board M judges whether the update status of the built-in random number is normal (whether an abnormality flag bit indicating the update status abnormality is not set). If the answer is Yes in step 1636, in step 1638, the CPUC100 of the main control board M executes interrupt end processing and proceeds to the next processing (processing of step 1602). On the other hand, if the answer is No in step 1634 or step 1636, in step 1640, the CPUC100 of the main control board M sets an internal random number error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes the unrecoverable error processing described above.
[0130] Next, FIG. 33 is a flowchart of the reel drive control process related to the subroutine of step 6100 in FIG. 32 in the first embodiment. In this process, the process for one reel is illustrated, but it should be noted that the process corresponding to each of the left reel M51, the center reel M52, and the right reel M53 is executed. First, in step 6102, the CPUMC of the main control board M determines whether or not the reel spin start waiting state start timing (for example, the timing after the execution of the process of step 1564 in FIG. 25) has been reached. If the answer is Yes in step 6102, in step 6104, the CPUMC of the main control board M updates the reel drive state to the reel spin start waiting state and proceeds to step 6106. On the other hand, if the answer is No in step 6102, the process also proceeds to step 6106.
[0131] Next, in step 6106, the CPUMC of the main control board M determines whether the timing to start the reel acceleration state has been reached (the timing when the reel rotation start waiting state ends and the reel acceleration process begins to be executed, for example, the timing to execute the process of step 1260 in FIG. 18). If the answer is Yes in step 6106, in step 6108, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6110, the CPUMC of the main control board M executes the reel acceleration process and proceeds to step 6112. Note that if the reel is stopped, this process will start the reel rotation. On the other hand, if the answer is No in step 6106, the process also proceeds to step 6112.
[0132] Next, in step 6112, the CPUMC of the main control board M determines whether the current reel drive state is a reel acceleration state. If the answer is Yes in step 6112, then in step 6114, the CPUMC of the main control board M determines whether the end timing of the reel acceleration state has been reached (for example, the timing when all interrupt processes have been executed for the "interrupt execution count" in the reel acceleration state in FIG. 35 described below). If the answer is Yes in step 6114, then in step 6116, the CPUMC of the main control board M updates the reel drive state to a reel constant speed state. Next, in step 6118, the CPUMC of the main control board M executes a reel constant speed maintenance process, and proceeds to step 6120. Note that even if the answer is No in step 6112 or step 6114, the process proceeds to step 6120.
[0133] Next, in step 6120, the CPUMC of the main control board M judges whether the current reel drive state is a reel constant speed state. If the answer is Yes in step 6120, in step 6122, the CPUMC of the main control board M judges whether the reel sensor has detected an index provided on the reel (the reel corresponding to the processing of this subroutine) after the reel has entered the reel constant speed state (after the processing of step 6116 has been executed). Here, although not shown, each reel is provided with one index (it may be two or more). The index is provided in a convex shape on, for example, the peripheral side surface of the reel, and is used to detect whether the reel has passed a predetermined position or has made one rotation. Each index is detected by the reel sensor. The signal of the reel sensor is electrically connected to the main control board M. When the reel sensor detects (turns off) an index, the input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If the answer is Yes in step 6122, it is determined that the reel rotation speed has become constant, and the process proceeds to step 6130. On the other hand, if the answer is No in step 6122, in step 6124, the CPU MC of the main control board M determines whether or not a predetermined time (e.g., the time value for executing interrupt processing 400 times) has elapsed since the reel drive state became the reel constant speed state. If the answer is No in step 6124, it is determined that the reel rotation speed has become constant, and the process proceeds to step 6130. Thus, in this example, it is configured so that it can be determined whether the reel rotation speed has become normally constant by the reel sensor detecting an index within a predetermined time after the reel drive state became the reel constant speed state. In this example, the specified time is the time required to execute 400 interrupt processes (configured so that 400 interrupt processes can rotate 400 steps), which is longer than the time it takes for the reel to rotate once (one revolution) when the reel rotation speed is constant (for example, one rotation of the reel is 336 steps, and the time required to execute 336 interrupt processes).By configuring it in this manner, regardless of the distance between the index and the reel sensor at the time when the reel drive state becomes a constant speed state (the distance from when the reel rotates until the index is detected by the reel sensor) if the reel rotation speed is constant, the reel sensor is configured to be able to detect the index within the specified time (the time value for executing the interrupt process 400 times) after the reel drive state becomes a constant reel speed state.
[0134] Returning to the explanation of the flowchart, if the answer is Yes in step 6124, then in step 6126 the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6128, the CPUMC of the main control board M executes a reel re-acceleration process and proceeds to processing in step 6130. Thus, in this example, if the reel sensor does not detect an index within a predetermined time (e.g., the time value for executing the interrupt process 400 times) after the reel drive state becomes the reel constant speed state, the reel drive state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as in the reel acceleration process) is executed. It should be noted that even if the answer is No in step 6120, the process proceeds to processing in step 6130. Furthermore, the reel re-acceleration process does not have to be the same process as the reel acceleration process described above, and the reel re-acceleration process and the reel acceleration process may differ in the combination of phases that are excited by the stepping motor and the number of times that the interrupt process is executed for each combination of excited phases.
[0135] Next, Fig. 34 is a flowchart of the reel rotation stop processing related to the subroutine of step 6200 of Fig. 32 in the first embodiment. First, in step 6106, the CPUMC of the main control board M judges whether or not the reel deceleration standby state start timing (the timing at which the reel constant speed state ends, for example, it is judged that the reel deceleration standby state start timing has arrived by operating the stop button) has been reached. If the answer is Yes in step 6130, in step 6132, the CPUMC of the main control board M updates the reel drive state to the reel deceleration standby state, and proceeds to step 6134. On the other hand, if the answer is No in step 6130, the CPUMC also proceeds to step 6134.
[0136] Next, in step 6134, the CPUMC of the main control board M determines whether the current reel drive state is a reel deceleration standby state. If the answer is Yes in step 6136, the CPUMC of the main control board M determines whether the end timing of the reel deceleration standby state (the timing to start executing the reel deceleration process) has been reached. If the answer is Yes in step 6136, in step 6138, the CPUMC of the main control board M starts decelerating the reel (reel deceleration process). Next, in step 6140, the CPUMC of the main control board M updates the reel drive state to a reel deceleration state and proceeds to processing of step 6142. Note that even if the answer is No in step 6134 or step 6136, the CPUMC proceeds to processing of step 6142.
[0137] Next, in step 6142, the CPUMC of the main control board M determines whether the current reel drive state is a reel deceleration state. If the answer is Yes in step 6142, in step 6144, the CPUMC of the main control board M determines whether the reel deceleration state end timing (the timing at which the execution of the reel deceleration process ends) has been reached. If the answer is Yes in step 6144, in step 6146, the CPUMC of the main control board M updates the reel drive state to a reel stop state and proceeds to the next process (processing of step 1612). Note that even if the answer is No in step 6142 or step 6144, the process proceeds to the next process (processing of step 1612).
[0138] Next, the rotation operation of the reel M50 of the slot machine according to this embodiment will be described in detail with reference to FIG. 35. The slot machine according to this embodiment starts the rotation of the stepping motor based on the operation of the start lever D50, and when the rotation speed of the reel reaches a constant speed, the constant speed is maintained thereafter (when the reel drive state becomes a constant reel speed state, a reel constant speed maintenance process is executed, but there are cases where the rotation speed does not actually reach the constant speed). Then, when any of the stop buttons is operated, the reel (stepping motor) corresponding to the operated stop button is stopped. Here, the stepping motor is a four-phase stepping motor (not necessarily a four-phase stepping motor) having four phases Φ0, Φ1, Φ2, and Φ3, and the rotation control is performed by switching the phase to be excited and exciting the stepping motor in 1-2 phase. That is, the stepping motor can be rotated in the forward direction by cyclically changing the drive pulse data (combination of exciting phases). In the figure, the manner in which which phase is to be excited among Φ0 to Φ3 is designated is shown in the column "phase to be excited" (details will be described later).
[0139] As shown in the "Reel Rotation Speed Image" in the upper part of the figure, the driving state from when the stepping motor starts to rotate until it stops is divided into six states, and the stepping motor is driven and controlled according to a driving pattern corresponding to each driving state. Here, the driving states include "reel stopped state", "reel rotation start waiting state", "reel acceleration state", "reel constant speed state", "reel deceleration waiting state", and "reel deceleration state". In the "reel rotation speed image", the vertical axis is the reel rotation speed, and the speed increases upward, and the horizontal axis is time, and time is shown to pass to the right. Also, the example shown in the figure illustrates a case where no reel rotation failure occurs, and this does not apply if a reel rotation failure occurs due to factors such as holding the reel by hand or loss of synchronism (the occurrence of a reel rotation failure will be described later).
[0140] The "reel stopped state" indicates the state in which the reel is stopped, and when in the "reel stopped state", the reel is stationary and all four phases of the stepping motor are not excited.
[0141] Next, in the "reel stop state", the reel drive state is updated to the "reel spin start standby state" based on the operation of the start lever D50 at the timing of (1) in the figure. Here, the "reel spin start standby state" indicates a state in which the reel drive state is on standby until the start of the acceleration process (reel acceleration process) of the stepping motor after the start lever D50 is operated. This standby period is the period until the reel drive state transitions from the "reel stop state" to the "reel acceleration state". For example, the time from the time when the reel drive state became the "reel acceleration state" in the previous game is measured, and if the start lever D50 for the current game is operated before the minimum game time (about 4.1 seconds) has elapsed, the "reel spin start standby state" is entered.
[0142] Next, at the timing of (2) in the figure, the reel drive state is updated from the "reel spin start waiting state" to the "reel acceleration state". Here, the "reel acceleration state" is a state in which the reel is accelerating from a stationary state to reach a constant speed. In this example, the acceleration state ends (the reel drive state is updated to the "reel constant speed state") when the timer interrupt process is executed 220 times ("100+60+30+15+8+4+2+1=220", see the number of interrupt executions in the reel acceleration state in the lower left part of the figure). Next, at the timing of (3) in the figure, in other words, the timing when the "reel acceleration state" ends with one more timer interrupt process execution, the reel spin speed reaches a constant speed. Note that at this timing, the reel drive state remains in the "reel acceleration state". Next, at the timing of (4) in the figure, the reel drive state is updated from the "reel rotation start waiting state" to the "reel acceleration state", and the timer interrupt process is executed 220 times, so that the reel drive state is updated to the "reel constant speed state". In this way, in this example, after the reel rotation speed reaches the constant speed, the reel drive state remains in the "reel acceleration state" for one timer interrupt process. In other words, the "reel acceleration state" is configured to execute the interrupt process only once for the final excitation phase combination "φ3, φ0" in the "reel acceleration state", and the excitation mode is the same as the "reel constant speed state" in which the interrupt process is executed once for each excitation phase combination (when no abnormality in reel rotation occurs). By configuring in this way, the acceleration process can be stably executed until the reel rotation speed reaches the constant speed.
[0143] Here, the bottom part of the figure is a "step motor excitation image." The figure illustrates an example of a step motor excitation image when the reel drive state is a "reel acceleration state," and a step motor excitation image when the reel drive state is a "reel constant speed state." First, the step motor excitation image when the reel drive state is a "reel acceleration state" will be described in detail with reference to the bottom left part of the figure. Note that "exciting phase" refers to a combination of exciting phases, and "number of interrupt executions" refers to the number of times that interrupt processing is executed to cause excitation with that combination of exciting phases. In this example, when the reel acceleration process is executed, the step motor (stepping motor) is excited for 220 timer interrupt processes, and the step motor (stepping motor) is excited by executing interrupt processes such as (KA) 100 interrupt processes at "φ0" → (KB) 60 interrupt processes at "φ0, φ1" → (KC) 30 interrupt processes at "φ1" → (KD) 15 interrupt processes at "φ1, φ2" → (KE) 8 interrupt processes at "φ2" → (KF) 4 interrupt processes at "φ2, φ3" → (KG) 2 interrupt processes at "φ3" → (KH) 1 interrupt process at "φ3, φ0" (the number of interrupt processes is merely an example and may be changed). Thus, in this example, when the reel acceleration process is executed, the number of times the interrupt processes are executed is gradually decreased with one exciting phase combination.
[0144] Next, the step motor excitation image when the reel drive state is the "reel constant speed state" will be described in detail with reference to the lower right of the figure. In this example, when the reel drive state is the constant speed state (when the reel constant speed maintenance process is executed), the step motor (stepping motor) is excited by repeatedly executing interrupt processing once at (TA) - (TG) as follows: (TA) 1 interrupt processing at "φ0" → (TB) 1 interrupt processing at "φ0, φ1" → (TC) 1 interrupt processing at "φ1" → (TD) 1 interrupt processing at "φ1, φ2" → (TE) 1 interrupt processing at "φ2" → (TF) 1 interrupt processing at "φ2, φ3" → (TG) 1 interrupt processing at "φ3" → (TH) 1 interrupt processing at "φ3, φ0" → (TA) 1 interrupt processing at "φ0" → (TB) 1 interrupt processing at "φ0, φ1" →... In this manner, in this example, when the reel constant speed maintenance process is being executed, the interrupt process is executed once for each combination of one excited phase.
[0145] Next, when the reel drive state is the "reel constant speed state", the stop button corresponding to one of the reels is operated at the timing of (5) in the figure, and the reel drive state is updated to the "reel deceleration standby state". Here, the "reel constant speed state" refers to a state in which the reel rotation speed is constant (a state in which the combination of exciting phases is switched for each interrupt process), and the "reel deceleration standby state" refers to a state from when the stop button is operated by the player until the start of stop control (in the reel deceleration standby state, the reel slips corresponding to the number of slipping frames). The duration of this drive state is determined based on the timing of the operation of the stop button.
[0146] Next, at the timing of (6) in the figure, the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state", and the reel begins to decelerate. When the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state", a specific phase of the stepping motor continues to be excited for a predetermined time to stop the rotation of the reel; as an example, four-phase excitation is performed in which all four phases are excited. Then, after the predetermined time of excitation, at the timing of (7) in the figure, the reel drive state is updated from the "reel deceleration state" to the "reel stopped state", and the reel comes to a stop.
[0147] As described above, the reel-type gaming machine of this example is configured to update the reel drive state to the reel acceleration state again and execute the reel re-acceleration process (the excitation mode of the stepping motor is the same as that of the reel acceleration process) if the reel sensor does not detect an index within a predetermined time (for example, the time value for executing the interrupt process 400 times) after the reel drive state becomes the reel constant speed state. Therefore, when the reel drive state is the reel acceleration state, in other words, while the ...
Claims
[Claim 1] A housing and A front door attached to the housing; a setting keyhole for inserting a setting key; A front door keyhole for inserting a front door key used to unlock the front door; Equipped with When the setting key is inserted into the setting keyhole, the setting keyhole is configured such that the setting key can be inserted to a first depth; a setting key can be inserted into the front door keyhole, and when the setting key is inserted into the front door keyhole, the front door keyhole is configured such that the setting key can be inserted to a second depth that is deeper than the first depth; When the setting key is inserted into the front door keyhole to the second depth, the front door keyhole is configured to be able to hold the setting key. A gaming machine characterized by:
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