Game machine

JP2023181548A5Active Publication Date: 2025-01-10FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2023189707
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-07
Publication Date
2025-01-10
Estimated Expiration
2041-12-31

AI Technical Summary

Technical Problem

Existing gaming machines face a control burden when increasing the number of winning combinations and game states, which complicates the management and does not effectively enrich game content.

Method used

A gaming machine equipped with a one-chip microcomputer that includes a ROM for control programs, RAM for work data, and a CPU to manage gaming operations, utilizing a main control unit to execute and control multiple gaming states through address information and state-related processing programs, reducing the control burden.

Benefits of technology

The solution effectively reduces the control burden, enabling richer game content without increasing complexity, enhancing player engagement and operational efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of reducing a program capacity.SOLUTION: A game machine is configured to comprise main control means comprising a one-chip microcomputer incorporating therein, a ROM, RAM, CPU, and controlling a game operation in an overall state. A control program of the ROM comprises plural state-related processing programs each of which is executed corresponding to each of plural game states. The ROM stores address information for identifying a start address of each of the plural state-related processing program. The main control means comprises: identification means which refers to the address information when executing the state-related processing program corresponding to the current game state, and identifies the start address of the state-related processing program; calling means for calling the state-related processing program corresponding to the current game state on the basis of the identified start address; and state-related processing execution means for executing the state-related processing program called by the calling means.SELECTED DRAWING: Figure 26
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Description

[Technical Field]

[0001] The present invention relates to a gaming operation control process for a gaming machine. [Background technology]

[0002] In gaming machines, such as slot machines, under predetermined game start conditions, an internal lottery is conducted in response to a start operation by a player, and multiple reels are rotated. When the player stops the reels, the spinning reels are stopped, and the game result is derived and displayed. The player is awarded gaming value, such as gaming media and the right to transition to a different game state, according to the game result. Such slot machines offer a variety of winning combinations and are configured to enable transitions to various game states (so-called RT (replay time), AT (assist time), ART (assist replay time), bonus games, advantageous zones, non-advantageous zones, etc.), thereby enriching the game content and stimulating the player's interest in the game (for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-141 Summary of the Invention [Problem to be solved by the invention]

[0004] In the gaming machine, it is desirable to enrich the game content, but simply increasing the number of winning combinations and game states increases the control burden, and it is not easy to meet this demand.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can reduce the control burden. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate corresponding elements in the embodiments, but the present invention is not limited to these.

[0007] (1) A main control means (main control unit 400) for comprehensively controlling the game operations, which is configured with a one-chip microcomputer incorporating a ROM for non-volatilely storing a control program for realizing game operations, a RAM for volatilely storing working data, and a CPU that operates based on the control program in the ROM; A performance means for performing the performance (a liquid crystal display device 6, a speaker 16, a decorative lamp 13, a movable accessory), and a performance control means (performance control unit 410) for controlling the execution of the performance by the performance means based on a control command received from the main control means. A gaming machine configured to be able to execute and control a plurality of game states (for example, the game mode of FIG. 34), The control program of the ROM includes a plurality of state-related processing programs (processing belonging to the ART-related processing at the start of FIG. 25 and the ART-related processing at the end) executed in response to each of a plurality of game states, The ROM stores address information (FIGS. 26 and 27) that identifies the start address of each of the plurality of state-related processing programs; The main control means When executing a state-related processing program corresponding to the current game state, a start address specifying means (S701 to S705 in FIG. 13) for specifying the start address of the state-related processing program by referring to the address information; A calling means (S706 in FIG. 13) for calling a state-related processing program corresponding to the current game state based on the start address identified by the start address identifying means; and a status-related processing execution means (such as the general processing in FIG. 14A, the precursor processing in FIG. 14C, and the ART processing in FIG. 14D) that executes the status-related processing program called by the calling means. A gaming machine characterized by: [Effects of the Invention]

[0008] According to the present invention, the control burden can be reduced. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front perspective view showing the appearance of a slot machine according to one embodiment of the present invention; [Figure 2] 1 is a diagram illustrating a display device provided in a slot machine according to one embodiment of the present invention. FIG. [Figure 3] 1 is a diagram showing a pattern arrangement band of a slot machine according to one embodiment of the present invention; [Figure 4] 1 is a control block diagram showing an overview of a control device for a slot machine according to one embodiment of the present invention. [Figure 5A] 1 is a diagram showing a role lottery table for a slot machine according to one embodiment of the present invention; [Figure 5B] 1 is a diagram showing a role lottery table for a slot machine according to one embodiment of the present invention; [Figure 6A] 1 is a diagram showing the combination of roles (lottery roles, winning roles, payouts, etc.) in a slot machine according to one embodiment of the present invention. FIG. [Figure 6B] 1 is a diagram showing the combination of roles (lottery roles, winning roles, payouts, etc.) in a slot machine according to one embodiment of the present invention. FIG. [Figure 6C] 1 is a diagram showing the combination of roles (lottery roles, winning roles, payouts, etc.) in a slot machine according to one embodiment of the present invention. FIG. [Figure 6D] 1 is a diagram showing the combination of roles (lottery roles, winning roles, payouts, etc.) in a slot machine according to one embodiment of the present invention. FIG. [Figure 7] 1 is a diagram illustrating the effective winning lines and pseudo winning lines of a slot machine according to one embodiment of the present invention. FIG. [Figure 8] 1 is a state transition diagram showing an overview of the transition states between game states (main control unit side game states) of a slot machine according to one embodiment of the present invention. [Figure 9] 10 is a flowchart showing main control processing performed by the main control unit in accordance with the game operation control program. [Figure 10A] 10 is a flowchart showing the first half of the game processing in FIG. 9. [Figure 10B] 10 is a flowchart showing the first latter half of the game processing in FIG. 9. [Figure 10C] 10 is a flowchart showing the second latter half of the game processing in FIG. 9. [Figure 11] 10C is a flowchart showing an internal lottery process in FIG. 10B. [Figure 12] 12 is a flowchart showing a condition device signal output process in FIG. 11. [Figure 13] 10C is a flowchart showing the ART-related branching process in FIG. 10B. [Figure 14A] 14 is a flowchart showing general intermediate processing called in FIG. 13. [Figure 14B] 14B is a flowchart showing the lottery process in FIG. 14A. [Figure 14C] This is a flowchart showing the premonition processing called in Figure 13. [Figure 14D] This is a flowchart showing the processing during ART called in Figure 13. [Figure 15] 10C is a flowchart showing the ART-related command setting process in FIG. 10B. [Figure 16] 10B and 10C and the ART-related branching process of FIG. 14D. [Figure 17A] 10D is a flowchart showing the reel stop processing in FIG. 10C. [Figure 17B] 10D is a flowchart showing the performance information and difference number management process in FIG. 10C. [Figure 17C] A flowchart showing the advantageous zone difference number management process in Figure 17B. [Figure 17D] 17C is a flowchart showing a safety device difference number management process in FIG. 17B. [Figure 17E] 10B is a flowchart showing the error management process in FIG. 10A. [Figure 18]10 is a flowchart showing the main control side timer interrupt processing performed by the main control unit side in accordance with the game operation control program. [Figure 19] 10 is a flowchart showing a main processing on the presentation control side performed by the presentation control unit side in accordance with the game operation control program. [Figure 20] 10 is a flowchart showing the timer interrupt processing on the presentation control side performed by the presentation control unit side in accordance with the game operation control program. [Figure 21] 20 is a flowchart showing the received command analysis process when an ART-related command is received in the received command analysis process in FIG. 19. [Figure 22] 10A and 10B are diagrams illustrating an assist notification mode according to an embodiment of the present invention. [Figure 23A] FIG. 10 is a diagram showing a winning information setting table according to one embodiment of the present invention. [Figure 23B] FIG. 10 is a diagram showing a winning information setting table according to one embodiment of the present invention. [Figure 24] FIG. 2 is a diagram illustrating a work area according to an embodiment of the present invention. [Figure 25] FIG. 4 is a diagram showing an address map of a program area according to an embodiment of the present invention. [Figure 26] FIG. 10 is a diagram showing a phase difference address table according to an embodiment of the present invention. [Figure 27] FIG. 4 is a diagram showing each phase address table according to an embodiment of the present invention. [Figure 28A] A figure showing an AT lottery state transition lottery table for promotion to hell in one embodiment of the present invention. [Figure 28B] A figure showing a lottery table for transition to the normal promotion AT lottery state in one embodiment of the present invention. [Figure 28C] A figure showing an AT lottery state transition lottery table for normal fall in one embodiment of the present invention. [Figure 28D] A figure showing an AT lottery state transition lottery table for falling into heaven in one embodiment of the present invention. [Figure 29A]FIG. 10 is a diagram showing an AT lottery table (Hell) according to one embodiment of the present invention. [Figure 29B] FIG. 10 is a diagram showing an AT lottery table (normal) according to one embodiment of the present invention. [Figure 29C] FIG. 10 is a diagram showing an AT lottery table (heaven) according to one embodiment of the present invention. [Figure 30] FIG. 10 is a diagram showing a freeze effect lottery table according to one embodiment of the present invention. [Figure 31A] A figure showing an additional lottery table for this ART in one embodiment of the present invention. [Figure 31B] A figure showing an add-on lottery table for an add-on specialized zone in one embodiment of the present invention. [Figure 32] FIG. 10 is a diagram illustrating the contents of table types according to an embodiment of the present invention. [Figure 33] 10A and 10B are diagrams illustrating random values ​​acquired from a counter circuit according to an embodiment of the present invention. [Figure 34] 10 is a diagram illustrating game mode information and game state numbers according to one embodiment of the present invention. FIG. [Figure 35] FIG. 2 is a diagram illustrating storage in a RAM area according to an embodiment of the present invention. [Figure 36] 10 is a flowchart showing a difference number lottery table selection process according to a modified example. [Figure 37A] FIG. 10 is a diagram showing a difference-type additional lottery table (difference in number of coins "-2000 or more") according to a modified example. [Figure 37B] FIG. 10 is a diagram showing a difference-type additional lottery table (difference in number of coins "-1999 to 0 or more") according to a modified example. [Figure 37C] FIG. 10 is a diagram showing a difference-type additional lottery table (difference in number of coins "0 to 2400 or more") according to a modified example. [Figure 38A] This is a diagram explaining the difference number type additional lottery table. [Figure 38B] This is a diagram explaining the difference number type additional lottery table. [Figure 39]A diagram showing the relationship between the difference number type additional lottery table and the occurrence rate of assist notification (differential number type assist notification occurrence form). [Figure 40] FIG. 10 is a diagram illustrating the relationship between error types and safety devices. [Figure 41A] FIG. 10 is a diagram illustrating an example of an error notification according to an embodiment of the present invention. [Figure 41B] 10A and 10B are diagrams illustrating an example of a safety device activation notification according to an embodiment of the present invention. [Figure 42A] A figure explaining the conditions for ending the advantageous zone in a modified example. [Figure 42B] A figure explaining the conditions for ending the advantageous zone in a modified example. [Figure 43] A figure showing an example of an image display of information on the number of coins won and the difference in number of coins in the advantageous zone. [Figure 44] This is a diagram illustrating an example of notification of information on the number of winning coins and the difference in number of coins in the advantageous zone. [Figure 45] A figure showing another example of image display of information on the number of coins won and the difference in number of coins in the advantageous zone. [Figure 46] This is a diagram explaining the relationship between the effects related to the activation of the safety device and the effects related to the end of the advantageous zone. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings.

[0011] <Mechanical configuration: Figure 1> As an example of a gaming machine according to one embodiment of the present invention, a slot machine will be described below. Fig. 1 is a perspective view showing the appearance of the slot machine according to this embodiment.

[0012] 1, the slot machine of this embodiment comprises, as the gaming machine main body, a gaming machine cabinet 1 for storing various gaming components used in games, and a front door 2 attached to the front side of the gaming machine cabinet 1 so as to be freely opened and closed. The front door 2 has a first display window 3 located approximately in the center thereof and a second display window 4 located above it.

[0013] The first display window 3 on the lower side is a reel viewing section, and the three reels 5a, 5b, and 5c (hereinafter, as necessary, reel 5a will be referred to as the "left reel 5a," reel 5b as the "middle reel 5b," and reel 5c as the "right reel 5c") arranged side by side on the reel device 210 are arranged so that they can be seen by the player, facing this reel viewing section 3. In this embodiment, about three symbols on each reel (about nine symbols in total) can be seen through the reel viewing section 3.

[0014] The reels 5a, 5b, and 5c have a pattern arrangement band on their outer periphery on which a variety of patterns are displayed, and constitute a reel device 210 (game result display means) that derives and displays the game result based on the combination of patterns when each of the reels 5a, 5b, and 5c stops. Also, each of the reels 5a, 5b, and 5c is formed with a pattern illumination backlight LED (backlight means) that illuminates each pattern displayed on the reel viewing section 3 from inside the reel.

[0015] <Pattern arrangement band 200: Figure 3> 3 illustrates the symbol arrangement bands 200 of each of the reels 5a, 5b, and 5c. The "1ST" symbol arrangement band corresponds to the left reel 5a, the "2ND" symbol arrangement band corresponds to the middle reel 5b, and the "3RD" symbol arrangement band corresponds to the right reel 5c.

[0016] The symbol arrangement band 200 displays symbols (component symbols) for forming a combination of symbols corresponding to a winning role (a role determined by an internal lottery (role lottery)). In this embodiment, as shown in the figure, a plurality of types of symbols are provided, such as an upper bullet, a lower bullet, red 7, BAR, replay, bell A, bell B, watermelon A, watermelon B, and cherry. These symbols are arranged in a total of 20 frames in the direction of rotation of the reel, and symbol numbers 0 to 19 are assigned in the order of the symbols.

[0017] Each reel 5a, 5b, 5c is driven to rotate by a reel drive motor 211a, 211b, 211c (see FIG. 4) which is a pulse motor, and the variable display operation of each symbol (variable display and stationary display) is realized. Note that the reels are not limited to mechanical reels whose rotation is controlled by an electrical drive source, but may be displayed on an image display device such as a liquid crystal display device, and the variable display operation of the symbol may be performed by the image display. The number of reels can also be changed as appropriate.

[0018] A payline 3a is defined diagonally across the reel visualizing section 3. A payline is considered valid when a predetermined bet (BET) is placed on the payline for a unit game (one game). (In this embodiment, the single line descending to the right is considered valid.) When a symbol combination corresponding to a winning combination stops on this valid payline (hereinafter referred to as an "valid payline") (when a predetermined symbol combination required to acquire game value is derived and displayed as a game result), game value corresponding to the symbol combination is awarded to the player. When multiple paylines are provided, the number of valid lines can be varied depending on the number of bets placed on the unit game (one game). The number and shape of the paylines 3a can be changed as needed.

[0019] The second display window 4 provided above the reel viewing section 3 is a liquid crystal screen viewing section, and a display screen (liquid crystal screen) 6a of a liquid crystal display device 6 (LCD unit) as an image display device attached to the back side of the front door 2 is arranged to face the liquid crystal screen viewing section 4 so as to be visible from the player side. This liquid crystal display device 6 functions as an image display means for displaying effects by images.

[0020] The lower step of the reel visualizing section 3 is provided with a presentation button BT that can be operated by the player, a medal slot 7 for inserting medals, a MAX BET button 8 that can be used to simulate the insertion of medals up to the upper limit of the number of bets allowed per game (maximum bet number: e.g., 3 medals) within the range credited to the credit means (maximum credit number: e.g., 50 medals), a 1 BET button 9 that can incrementally simulate the insertion of medals up to the upper limit of the number of bets depending on the number of times it is pressed, and a credit settlement button 10 for credit settlement. The MAX BET button 8 also has a MAX BET LED 39 (see FIG. 4) built in to indicate whether operation of the MAX BET button 8 is permitted. The "credit means" refers to a functional unit (storage device) that stores medals inserted into the gaming machine or medals acquired by winning up to a predetermined upper limit (maximum credit number: e.g., 50 medals) and stores the stored number (number of credits) electromagnetically.

[0021] In addition to the effect buttons BT, a cross-shaped "directional key" (not shown) is also provided, which can be operated in the up, down, left, and right directions. The effect buttons BT and directional keys function as operating means that can be operated by the player. For example, during a predetermined operation valid acceptance period (button valid period) for a specific preview effect, acceptance of operation input is enabled. When a predetermined operation (e.g., a single press, a long press, or repeated presses) is performed during this valid period, it is possible to bring about a change in the effect before and after the operation. These operating means are also used when the player sets their preferred game settings on a "game setting screen (menu screen)" that can be executed during a predetermined game period, such as while waiting for customers. This game setting allows the player to set the game environment, such as adjusting the volume and light intensity, within a predetermined range. The effect buttons BT are each equipped with a button LED, and different illumination patterns of this LED can indicate an operation acceptance valid period (lighting up or flashing in a predetermined color) and an operation acceptance invalid period (e.g., when the LED is off).

[0022] In addition, a horizontally elongated operation panel 14 is provided below the step of the reel viewing section 3. This operation panel 14 is provided with a return button 15 for returning medals stuck in the medal insertion slot 7, a start lever 11 for starting the rotation of the reels 5a, 5b, and 5c, and three stop buttons 12a, 12b, and 12c (left reel stop button 12a, center reel stop button 12b, and right reel stop button 12c) for individually stopping the rotation of each reel 5a, 5b, and 5c. In this specification, unless otherwise necessary, the stop buttons 12a, 12b, and 12c are abbreviated as "stop buttons 12."

[0023] A key cylinder (not shown) for unlocking the door is provided on the right side of the operation panel 14, and when the front door 2 is locked (closed) to the gaming machine cabinet 1, inserting a key into the key cylinder and operating it to one side will unlock the front door 2, allowing it to be opened and closed relative to the gaming machine cabinet 1. Operating the key inserted into the key cylinder to the other side will also release a state in which play has been stopped or a state in which play has been suspended due to a specified error.

[0024] A medal selector (not shown) is provided at a position corresponding to the medal insertion slot 7 on the back side of the front door 2, which sorts whether the gaming medals inserted into the medal insertion slot 7 are genuine or not, and guides the genuine gaming medals to a hopper unit 500 (see FIG. 4) inside the gaming machine. The hopper unit 500 functions as a gaming medal payout device having a medal discharge mechanism for discharging gaming medals from inside the gaming machine.

[0025] The medal selector is provided with a medal detection sensor 7a (medal passage detection sensor) that detects inserted game medals, and a path switching mechanism that uses a blocker solenoid 7c (see Figure 4) that can be switched to either the receiving path side that guides inserted game medals to the hopper unit 500 side or the return path side that guides inserted game medals to the medal tray 18 side.

[0026] A horizontally long game panel 77 is provided below the reel visual confirmation section 3. Various display sections are arranged inside the game panel 77 to inform the player of the current game progress and game status. Figure 2 shows the various display sections on the game panel 77.

[0027] Referring to FIG. 2, the game panel 77 has: (a) "Number of inserted medals display unit (number of inserted medals display LEDs 31, 32, 33) 30" that notifies the number of inserted medals (current number of bets), (b) a "credit number display (credit number display unit) 34" that displays the number of credits; (c) A "payout number indicator (payout number display unit) 35" capable of notifying the number of game medals to be paid out depending on the game result (winning) and also capable of notifying the operating status of the gaming machine (for example, error information, operation information related to the "safety device" described later), (d) A medal insertion display LED (medal insertion display unit) 36 that indicates whether or not the insertion of a gaming medal is acceptable; (e) A "replay operation LED (replay operation display unit) 37" that indicates whether replay is in operation (replay in progress), (f) A "game start display LED (game start display unit) 38" that notifies whether the operation of the start lever 11 is valid (a game start possible state (a reel start possible state)), A display unit such as the above is provided.

[0028] The credit number display 34 and payout number display 35 are configured to be able to notify the current credit number information and payout number information according to the game result using 7-segment displays. Also, the inserted number display LED 33, medal inserted display LED 36, replay operation LED 37, game start display LED 38, etc. are configured to be able to notify the game status, such as the current number of inserted medals, whether or not insertion of game medals is acceptable, and whether or not replay is in operation, by the light-emitting mode of their built-in LEDs (off / on (blinking), light color, etc.). As will be described in detail later, the payout number display 35 functions as a main notification means for notifying assist information.

[0029] A decorative panel 17 decorated with colors, letters, and designs is provided below the operation panel 14, and a horizontally long medal tray 18 attached integrally to the front door 2 is provided below the decorative panel 17. A medal payout opening 19 is opened on the gaming machine main body side of the medal tray 18, for discharging game medals paid out from the hopper unit 500 and returned game medals toward the medal tray 18.

[0030] In addition, decorative lamps 13 (light presentation means) are provided on both the left and right sides of the reel viewing section 3. These decorative lamps 13 incorporate light-emitting means such as full-color LEDs or EL lamps, and their light-emitting modes (light-emitting color and light-emitting pattern) provide light presentation effects related to the game. In addition, multiple speakers 16 (upper right speaker, upper left speaker, lower right speaker, lower left speaker) are provided on both upper and lower sides of the front door 2. The speakers 16 (sound presentation means (sound output means)) output music and sound effects related to the game, providing sound presentation effects related to the game.

[0031] The presentation means in this invention may be any means capable of producing presentation effects by stimulating the five human senses, including sight, hearing, and touch. Typical examples include light generating means such as decorative lamps 13, LEDs, and backlight LEDs for projecting symbols; presentation display devices; sound generating devices such as speakers 16; vibration devices that transmit vibrations to the player's body; wind pressure devices that apply wind pressure to the player's body; and movable gadgets. The presentation display device, like the image display device, refers to a display device that appeals to the visual sense, but differs from the image display device in that it also includes devices that do not rely on images (e.g., 7-segment display devices). The liquid crystal display device 6 is a typical example of an image display device, but the image display device refers to a type that primarily presents presentation effects through image display. Devices that present presentation effects through displays other than images, such as 7-segment display devices, are included in the concept of the presentation display device.

[0032] <Control device: Figure 4> Next, the control device of the slot machine according to this embodiment will be described with reference to Fig. 4. Fig. 4 is a control block diagram showing an outline of the configuration of the control device for controlling game operations. Note that the same reference numerals are used for the same components as in Fig. 1.

[0033] The control device for the slot machine according to this embodiment is mainly composed of a main control board 400 (hereinafter referred to as "main control unit 400") that controls all game operation control, a performance control unit 410 that receives performance control commands from the main control unit 400 and controls all performance operation control (performance control for performance means), and a power supply board (power control means) (not shown) that generates and supplies the power (including backup power) required for the gaming machine from an external power source. The performance control unit 410 is composed of a performance control board 420 and a liquid crystal control board 460, and the liquid crystal display device 6 is connected to the liquid crystal control board 460. Note that the power supply route is omitted in FIG. 4.

[0034] (Main control unit 400) The main control unit 400 is equipped with a microprocessor that has a built-in CPU (CPU401c), as well as a ROM (ROM401a) that stores control programs and various data that realize game operations in a non-volatile manner, and a RAM (RAM401b) that stores working data in a volatile manner, and as a whole constitutes a microcomputer (equivalent to a Z80 system).

[0035] ROM401a stores (memorizes) various data groups necessary for game operation control, including a control program describing the game operation control procedure, as well as various data required for game operation control, such as a "stop table (not shown)" that defines the data required for stopping the reel, a "role lottery table (Figures 5A, 5B)" that defines the data required for internal lottery, a "winning information setting table (Figures 23A, 23B)" for setting various data related to the internal lottery results, an "AT lottery state transition lottery table (Figures 28A to 28D)", an "AT lottery table (Figures 29A to 29C)", a "freeze effect lottery table (Figure 30)", and an "additional lottery table (Figures 31A, 31B)" used for various lotteries.

[0036] The RAM 401b also functions as a work area and buffer memory, and when the CPU 401c executes the game operation control program, various game data generated as the game progresses are stored and used according to the processing state. The RAM 401b is provided with a storage area for saving this game data (see, for example, the work area in Figures 24(A) and 35).

[0037] Although not shown, the main control unit 400 also includes an I / O port circuit for controlling the input and output of various devices, a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a function for generating pulse output at a fixed period (bit rate generator), and a time measurement function, an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that provide interrupt signals to the CPU, and a counter circuit (random number generator circuit) for generating random numbers within a certain range in hardware.

[0038] In this embodiment, a timer interrupt (Figure 18) is generated at approximately 1.5 ms intervals by using the CTC to the CPU 401c. The counter circuit includes a random number generation circuit that generates random numbers within a certain range in hardware and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing. The counter circuit functions as a 16-bit counter (numeric range: 0 to 65535) (hardware random number generation means). The CPU 401c sends instructions to the sampling circuit depending on the processing state to obtain the value indicated by the random number generation circuit as a random number value RND for lottery selection. The random number value RND is then used for a predetermined lottery (e.g., internal lottery selection (role selection)). The CPU 401c also includes a functional unit (software random number generation means) that updates the value of a specific register to generate and obtain software random numbers through software processing. The internal lottery random number is obtained by adding a software random number value generated by appropriate software processing to a hard random number value to prevent cheating, such as targeting.

[0039] As will be described in more detail later, for various types of lotteries such as the AT lottery state transition lottery (Figures 28A to 28D), AT lottery (Figures 29A to 29C), freeze effect lottery (Figure 30), and additional lottery (Figures 31A to 31B), the lottery is carried out using one byte of the two-byte random number (the upper byte or the lower byte) as the random number value RND.

[0040] In addition, at least the main control unit (main control board) 400 and the payout control board 450 receive a voltage drop signal (power supply abnormality signal) from the power supply board (not shown), and start backup processing prior to power cut-off, so that the gaming operation before power cut-off can be resumed after power is restored (backup function).

[0041] The main control unit 400 is connected via a game relay board 370 to a stop switch board 360 equipped with a medal detection sensor 7a that detects gaming medals from the medal insertion slot 7, a MAX BET switch 8a that detects operation of the MAX BET button 8, a 1 BET switch 9a that detects operation of the 1 BET button 9, a credit settlement switch 10a that detects operation of the credit settlement button 10, a start switch 11a that detects operation of the start lever 11, a left reel stop switch 12a', a middle reel stop switch 12b', and a right reel stop switch 12c' (hereinafter these stop switches will be abbreviated as "stop switch 12a'", "stop switch 12b'", and "stop switch 12c'") that respectively detect operation of the stop buttons 12 corresponding to each reel, and the main control unit 400 is able to receive detection signals from these.

[0042] Furthermore, the main control unit 400 is connected to the blocker solenoid 7c via the game relay board 370, and the main control unit 400 is capable of transmitting an excitation signal for solenoid control to the blocker solenoid 7c.

[0043] A game display board 390 is also connected to the main control unit 400 via a game relay board 370. This game display board 390 is equipped with LED indicators such as inserted coin number indicators 31 to 33, medal inserted indicator LED 36, replay operation LED 37, game start indicator LED 38, and MAX BET LED 39, as well as 7-segment indicators such as a credit number indicator 34 and a payout number indicator 35, and the main control unit 400 is capable of transmitting control signals for controlling the illumination of these indicators.

[0044] In addition, the main control unit 400 is connected to reel drive motors 211a, 211b, and 211c for rotating and driving the reels 5a, 5b, and 5c of the reel device 210 via the reel relay board 330, and the main control unit 400 is capable of transmitting control signals for driving these reel drive motors.

[0045] Furthermore, reel position detection sensors (index sensors) 212a, 212b, and 212c for detecting the rotational position (current position from the base point) and rotational state of each reel 5a, 5b, and 5c are connected to the main control unit 400 via the reel relay board 330, and the main control unit 400 is capable of receiving detection signals from these reel position detection sensors. Based on the detection signals from the reel position detection sensors, the main control unit 400 is able to grasp the current position and rotational state of each reel.

[0046] A hopper unit 500 is also connected to the main control unit 400 via a payout relay board 350. The hopper unit 500 functions as a game medal payout device, and is composed of a hopper motor 510 for driving the medal discharge mechanism, a payout control board 450 for controlling the operation of the hopper motor 510, a hopper tank (not shown) for storing game medals, and a medal payout sensor 520 for detecting game medals being discharged toward the medal tray 18.

[0047] When payout of game medals is required, the main control unit 400 transmits a "payout control command" specifying the number of medals to be paid out to the payout control board 450. Upon receiving the payout control command, the payout control board 450 drives and controls the hopper motor 510 to pay out the specified number of game medals one by one. The paid-out game medals are detected by a medal payout sensor 520, and the detection signal is input to the main control unit 400. The main control unit 400 can monitor the number of medals to be paid out and the payout status of the game medals based on the detection signal from the medal payout sensor 520. If the main control unit 400 detects an abnormality in the payout status, such as a "hopper empty error (no paid-out medal error)" when the game medals in the gaming machine are empty (hopper tank empty) or a "hopper jam error (payout abnormality error)" when game medals are not being paid out normally, the main control unit 400 executes the corresponding error processing. Hopper empty error, hopper jam error, and full error (described later) can be cleared by turning on the reset switch 95 after eliminating the cause of the error.

[0048] A fullness detection fitting 600 is also connected to the main control unit 400 via the payout relay board 350. This fullness detection fitting 600 detects whether or not an auxiliary tank (not shown) that stores surplus gaming medals that have overflowed from the hopper unit 500 is full (overflow abnormality (full error)). Based on the detection signal from the fullness detection fitting 600, the main control unit 400 can monitor whether or not the gaming machine is full of gaming medals.

[0049] A door sensor 61 is also connected to the main control unit 400 via the dispensing relay board 350. This door sensor 61 is a sensor provided for the key cylinder used to unlock the door, and detects the operating state of the key cylinder. Based on the detection signal from the door sensor 61, the main control unit 400 monitors the operating state of the key cylinder, and is able to grasp the front door open state and error reset state.

[0050] An external centralized terminal board 310 is also connected to the main control unit 400. The main control unit 400 is capable of transmitting predetermined game information (external terminal signals) to external devices such as a "data counter DT" or a "hall computer HC" provided outside the gaming machine via this external centralized terminal board 310. Examples of the predetermined game information include game start information, information on the number of game medals inserted, information on the number of game medals paid out, winning information, bonus game occurrence information, bonus game end information, security information (fraud detection information, RAM clear information, front door opening information, setting change occurrence information, etc.), safety device activation information, advantageous zone start information, advantageous zone end information, etc.

[0051] The "data counter DT" is a gaming information reporting device that can report specific information about the gaming machine, such as the number of jackpots, the number of symbol change display games (number of symbol changes), and the number of games between jackpots, based on the gaming information contained in the outer end signal, and is usually installed on top of the gaming machine. The "hall computer HC" is what is commonly called a "hall computer," and is a dedicated management computer for the hall that monitors and collects the game progress status of the gaming machine based on the gaming information contained in the outer end signal and comprehensively manages the operating status of the gaming machines installed in the pachinko hall.

[0052] The main control unit 400 is capable of outputting a type test signal that identifies gaming operations in real time from the external centralized terminal board 310 in accordance with the type test conducted by the Security Electronics and Telecommunications Technology Association (SECTA) (see the condition device signal output process (step S107) in FIG. 11, described later, and FIG. 12). Note that when a gaming machine that has passed the type test is installed in a pachinko parlor, no changes to the compliant control program are permitted. For this reason, type test signals are repeatedly output even after the machine is installed in the pachinko parlor.

[0053] The main control unit 400 is also connected to a reel setting board 430 and is capable of receiving detection signals from the reel setting board 430. The reel setting board 430 is equipped with a reset switch 95 used to clear predetermined operational errors and change setting values, a setting key switch 94 for enabling setting change operations, and other devices. The reel setting board 430 is capable of transmitting detection signals to the main control unit 400 when these switches are operated. Although not shown, the reel setting board 430 is also equipped with a stop switch for controlling the machine to a so-called "stop state" after the bonus game has ended. In this embodiment, as will be described in detail later, in addition to the stop state caused by the stop switch, the machine is also controlled to a stop state by a safety device (complete function). To distinguish between these stop states, the former stop state is sometimes referred to as a "normal stop state" and the latter stop state as a "special stop state."

[0054] (About the setting value) The "setting value" refers to a value related to the likelihood of a specific event, such as a profitable state affecting a player, occurring, and defines the expected value (degree of advantage) of the profit given to the player, such as the so-called "machine payout rate" or "payout rate (ball payout rate)," in stages (for example, six stages from setting 1 to 6). These setting values ​​are set as appropriate by hall staff based solely on the business strategy of the pachinko hall (game parlor). In this embodiment, the setting values ​​are set so that the machine payout rate (ball payout rate) increases in the order of setting values ​​1 to 6. The higher the setting value, the more favorable certain lotteries (internal lotteries (role lotteries), AT lotteries (Figures 29A to 29C), and additional lotteries (Figures 31A to 31B), etc.) are, thereby increasing the degree of profit given to the player. Note that the type of lottery to be favored depending on the setting value can be determined appropriately according to the gameplay.

[0055] To change the "setting value," first, with the gaming machine powered off, turn the setting key switch 94 ON (to enter the setting change mode) and then turn the gaming machine ON. The current setting value is displayed on a "setting value display" (not shown), and the gaming machine transitions to a setting change mode (setting change mode processing) in which the setting value (levels 1 to 6) can be changed. In this setting change mode, when the reset switch 95 is operated (setting switching operation), the current display value of the setting value display cycles through the range of 1 to 6, such as "1 → 2 → 3 → 4 → 5 → 6 → 1 → 2 →...." When the desired setting value is reached, the reel rotation start lever 11 is turned ON, and the setting value is confirmed (setting confirmation operation). This confirmed setting value information is stored in a setting value storage area in the RAM 401b (hereinafter sometimes simply referred to as "RAM") and managed by the main control unit 400. Then, when the setting key switch 94 is turned OFF, the setting change mode ends (setting change operation ends), the game is transitioned to a state in which it is possible to proceed with the game, and thereafter the game is started under the confirmed setting value. Note that the setting change operation also includes the operation of re-entering the same setting (for example, re-entering from setting 6 to setting 6 again).

[0056] (About the role ratio monitor) In addition, a role ratio monitor 99 is connected to the main control unit 400, and the main control unit 400 is capable of transmitting a control signal for display control of this. The role ratio monitor 99 is also called a performance display monitor, and is configured to be able to notify specific information related to the game (hereinafter referred to as "performance information").

[0057] The role ratio monitor 99 of this embodiment is made up of multiple 7-segment LEDs, and more specifically, four 7-segment LEDs (7-segment displays), in which the display section and circuit section are unitized, are arranged horizontally and mounted on the main control board 20, for example, to form a display that can display a four-digit number. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number. Of the four-digit characters displayed by the four 7-segment LEDs, the top two digits are called the "identification segment" and the bottom two digits are called the "ratio segment."

[0058] The above-mentioned "performance information" is primarily used by pachinko parlors and relevant authorities for confirmation and investigation purposes, such as to investigate whether any abnormalities in ball-dispensing performance have occurred due to fraudulent activity, or whether the gaming machine's original ball-dispensing performance (designed ball-dispensing performance) is being properly demonstrated; in other words, it is "information regarding game performance (game performance information)." Therefore, unlike effects related to game progress (for example, preview effects such as freeze effects), the performance information itself is not directly relevant to the player's enjoyment of the game. For this reason, the winning combination monitor 99 is not installed in a location visible to the player, but is instead installed in an appropriate location inside the gaming machine, such as on a specific control board or in a board case that protects it, and is not visible from the outside unless the front door 2 is opened.

[0059] The performance information displayed by the winning combination monitor 99 includes, for example, the following game information (information 1) to (information 6).

[0060] (Information 1) The ratio of winning devices for a specified number of games (for example, the most recent 6,000 games). "Ratio of game devices (%)" is the percentage of game medals paid out by game device operation among all game medals paid out from the gaming machine. The ratio of game devices is calculated as "(total number of paid out while game devices are operating / total number of paid out medals) x 100" (rounded down to the nearest whole number). Game devices include normal game devices, first-class special game devices, second-class special game devices, game device continuous operation devices related to first-class special game devices, and game device continuous operation devices related to second-class special game devices. For example, the display of the role ratio for the most recent 6,000 games is as follows: the identification segment displays "7Y.", and the ratio segment displays the current role ratio (for example, "69" if it is 69%). However, if the number of games is less than 6,000, the identification segment flashes. Also, if the role ratio is equal to or greater than a first predetermined value (for example, equal to or greater than 70%), the ratio segment flashes. Also, if the calculation result is 100%, the ratio segment flashes "99" (the same applies to (Information 2) to (Information 6) described below). The flashing cycle is 0.6 seconds (the same applies to (Information 2) to (Information 6) described below).

[0061] (Information 2) The ratio of consecutive winning combinations over a specified number of games (for example, the most recent 6,000 games). "Continuous feature ratio (%)" is the percentage of gaming medals paid out by the operation of the feature continuous operation device, out of the gaming medals paid out from the gaming machine. The continuous feature ratio is calculated as "(total number of medals paid out while the feature continuous operation device is operating / total number of medals paid out) x 100" (rounded down to the nearest whole number). To display the consecutive feature ratio for the most recent 6,000 games, for example, the identification segment displays "6Y.", and the ratio segment displays the current consecutive feature ratio (for example, "59" if it is 59%). However, if the number of games is less than 6,000, the identification segment flashes. Also, if the feature ratio is equal to or greater than a second predetermined value (for example, equal to or greater than 60%), the ratio segment flashes.

[0062] (Information 3) The ratio of winning devices to the total number of games (cumulative number of games). To display the ratio of the winning combination to the total number of games (cumulative number of games), for example, the identification segment displays "7A.", and the ratio segment displays the current winning combination ratio (for example, "69" if it is 69%). However, if the total number of games is less than 17,500, the identification segment flashes. Also, if the winning combination ratio is equal to or greater than a first predetermined value (for example, equal to or greater than 70%), the ratio segment flashes.

[0063] (Information 4) The ratio of consecutive winning combinations to the total number of games (cumulative number of games). To display the consecutive feature ratio in the total number of games (cumulative number of games), for example, the identification segment displays "6A.", and the ratio segment displays the current consecutive feature ratio (for example, "59" if it is 59%). However, if the total number of games is less than 17,500, the identification segment flashes. Also, if the feature ratio is equal to or greater than a second predetermined value (for example, equal to or greater than 60%), the ratio segment flashes.

[0064] (Information 5) Ratio of accessories with instructions The "ratio of game medals with instructions" is the percentage of game medals paid out from the gaming machine that are paid out in games where the instruction function is activated (assist notification execution games) and while the game medals are in operation. The ratio of game medals with instructions is calculated as "(total number of medals paid out while the instruction function is activated and total number of medals paid out while the game medals are in operation / total number of medals paid out) x 100" (rounded down to the nearest whole number). However, the instruction-included role ratio also includes game medals paid out in games in which the instruction function was activated while the role was in operation, but if there was a game in which the instruction function was activated while the role was in operation, the number of game medals paid out in that game will be the "payout for games in which the instruction function was activated or the role was in operation," rather than the sum of the game medals paid out in games in which the instruction function was activated and the game medals paid out while the role was in operation. Also, if the player does not follow the assist notification and presses the buttons incorrectly, the calculation will be based on the actual number of coins paid out, not the number of coins that would have been paid out if the button sequence had been correct. For example, the indication of the ratio of the instructed feature is displayed as "7P." on the identification segment side, and the current ratio of the instructed feature is displayed as "69" on the ratio segment side (for example, if it is 69%, then "69"). However, if the total number of games is less than 175,000, the identification segment will flash. Also, if the ratio of the feature is equal to or greater than a first predetermined value (for example, equal to or greater than 70%), the ratio segment will flash.

[0065] (Information 6) Condition ratio of accessories, etc. The ratio of special features, etc. is the percentage of the total number of games (cumulative number of games) that is the sum of the number of games in which special features are in operation and the number of games in which special features are not in operation while the special feature continuous operation device is in operation (number of losing games while special features are in operation). The ratio of special features, etc. is calculated by "(number of special features / total number of games) x 100" (rounded down to the nearest whole number). For example, the identification segment displays "5H." while the ratio segment displays the current ratio of the status of the reels (for example, "49" if it is 49%). However, if the total number of games is less than 175,000, the identification segment flashes. Also, if the ratio of the reels is equal to or greater than a third predetermined value (for example, equal to or greater than 50%), the ratio segment flashes.

[0066] The performance information from the role ratio monitor 99 is measured in real time, and the information can be displayed continuously from when the power is turned on until when the power is turned off. Also, the processing program and its work area for controlling the display of the performance information in the role ratio monitor 99 and calculating the performance information are defined in an area (external memory: external RAM) different from the area (internal memory: internal RAM) that the main control unit 400 (CPU 401c) accesses during normal game progress. Also, the performance information is not limited to the above (information 1) to (information 6), and any useful game performance information can be adopted as appropriate.

[0067] (Operation confirmation display of Yakubichi Monitor 99) Furthermore, when the power is turned on, an operation check display to check whether the role ratio monitor 99 is operating normally may be executed. For example, after the power is turned on, a predetermined value (for example, 5 seconds) is set in an operation timer related to the execution of the operation check display of the role ratio monitor 99. Then, based on the operation timer value, for example, a "full blinking display" is executed (operation check display processing) in which the display mode of the four 7-segment indicators 99a to 99d periodically repeats all lighting and all extinguishing for a predetermined time (until the operation timer value reaches zero; in this case, 5 seconds), and after the operation check display is completed, performance information is displayed on the role ratio monitor 99. As a result, every time the power is turned on, the full blinking display (operation check display) is always started from the beginning (the operation check display mode always operates in the same way every time the power is turned on), making it easy to check for defects such as missing segments or broken wires.

[0068] Furthermore, the main control unit 400 is connected to a performance control board 420 that constitutes the performance control unit 410 (performance control means) via a performance I / F board 340. The main role of this performance control board 420 is to control the appearance of performances for the performance means. Specifically, it receives performance control commands from the main control unit 400, determines the performance based on the performance control commands, sends liquid crystal control commands to the liquid crystal control board 460, controls the sound of the speaker 16, controls the light emission of the decorative lamps 13 and various performance LEDs, and controls the operation of movable props (not shown).

[0069] Furthermore, the liquid crystal control board 460 is connected to the performance control board 420 via the liquid crystal I / F board 341. The main role of this liquid crystal control board 460 is to receive liquid crystal control commands from the performance control board 420 and control the image display of the liquid crystal display device 6 based on the liquid crystal control commands.

[0070] The main control unit 400 is capable of transmitting various performance control commands, including information related to the game, to the performance control unit 410 according to the processing status. However, the main control unit 400 is configured for one-way communication, in that it only transmits signals to the performance control unit 410 (performance control board 420) and is unable to receive signals from the performance control unit 420. This is to prevent illegal signals resulting from external cheating from being input to the main control unit 400 via the performance control unit 410.

[0071] (Performance control unit 410 (Performance control board 420, LCD control board 460)) Next, we will explain the performance control board 420 that constitutes the performance control unit 410. The performance control board 420 is equipped with a microprocessor with a built-in CPU (sub-CPU 421c), and is configured mainly with a microcomputer equipped with a ROM (sub-ROM 421a) and a RAM (sub-RAM 421b).

[0072] The sub-ROM 421a functions as a storage means (storage means on the effect control side) for storing game data related to effect operation control, and stores various data necessary for effect operation control, in addition to an effect control program in which effect control procedures are described. The sub-RAM 421b functions as a work area and buffer memory, and stores and uses data necessary for producing effects according to the processing state.

[0073] Although not shown, the performance control board 420 also includes an I / O port circuit for controlling the input and output of various devices, an interrupt controller circuit with timer interrupt / interrupt prohibition functions, and a counter circuit (16-bit counter, 8-bit counter) for generating random numbers within a certain range in a hardware manner. The sub-CPU 421c acquires the value indicated by the random number generation circuit as a random number value for performance lottery according to the processing state, and uses the random number value for the performance lottery.

[0074] Furthermore, in order to produce various effects using light, sound, or movable props in response to a performance control command from the main control unit 400, the performance control board 420 is equipped with a light display control unit for light display devices (light performance means) including decorative lamps 13 and various performance LEDs (for example, backlight LEDs for illuminating patterns), an audio control unit (sound source LSI) for sound generating devices (sound performance means) including speakers 46, and a drive control unit (motor drive circuit) for movable prop motors for operating the movable props. The performance control board 420 is capable of transmitting control signals for controlling each performance means to these control units.

[0075] In addition, a switch for a performance button (not shown) for detecting operation of the performance button is connected to the performance control board 420, and the performance control board 420 is capable of receiving an operation detection signal from the performance button.

[0076] The LCD control board 460 is mainly composed of a VDP (Video Display Processor) that controls the overall video output processing such as image expansion processing and image drawing, an image ROM (CGROM) that stores image data (performance image data) used for image expansion processing by the VDP, a VRAM (Video RAM) that temporarily stores the image data expanded by the VDP, a CPU (LCD control CPU) that outputs the control data required for the VDP to perform display control, a ROM (LCD control ROM) that stores a program that describes the display control operation procedures of the LCD control CPU (for example, a program related to the drawing processing procedures such as image display order and display time to realize an animated performance display), and a RAM (LCD control RAM) that functions as a work area and buffer memory.

[0077] Regarding the control of the appearance of the effects, the effect control board 420 (sub-CPU 421c) selectively or uniquely determines the effect scenario to be appeared based on predetermined effect control commands sent from the main control unit 400. The effect scenario is an effect in the broad sense that includes multiple types of effect patterns, and each effect pattern functions as one element (part effect) that makes up the effect scenario.

[0078] The effect control board 420 transmits dedicated control signals (sound control signal, light control signal, drive control signal) to the sound generator, light display device, motor drive circuit, etc., at the timing required for the sound effect (playback of sound), light effect (driving the flashing of LEDs, lamps, etc.), and movable object effect (movement of gadgets) to be produced in accordance with the determined effect scenario. This enables the sound effect, light effect, and movable object effect to be produced in accordance with the effect scenario. The effect control board 420 also transmits LCD control commands to the LCD control board 460 at the timing required for the image playback on the LCD display device 6. Upon receiving these LCD control commands, the LCD control board 460 generates a display drive signal in response and supplies the display drive signal to the LCD display device 6, thereby enabling the image display effect to be produced in accordance with the effect scenario. In this way, various effect patterns are developed in chronological order, one after the other, or simultaneously, by various effect means, thereby realizing effects related to gaming operations such as during a game or while waiting for customers. Typical examples of such effects include preview effects that notify players of the results of the role lottery (internal lottery results) and information related to the AT lottery results, freeze effects, status notification effects that notify game status information, assist notification effects, and continuous effects that appear across multiple games.

[0079] The presentation control board 420 is also configured to receive specific presentation control commands (for example, commands including game status information) sent from the main control unit 400, grasp the current game status, and execute transition control between multiple types of presentation modes. The presentation control board 420 controls the transition of presentation modes in a manner that maintains consistency with the game status managed by the main control unit, and produces appropriate presentations related to the current game status.

[0080] The interrupt terminal INT (not shown) of the performance control board 420 is connected to a strobe (INT) signal line among the command transmission lines that is output when the main control unit 400 sends a command, and the sub-CPU 421c generates an interrupt based on the input of a strobe signal to execute a control program for command reception interrupt processing, and the performance control command is acquired during this interrupt processing. Also, unlike the CPU 401c, when an interrupt occurs based on the input of a strobe signal, the sub-CPU 421c interrupts interrupt processing based on another interrupt (periodically executed timer interrupt processing) even if that processing is in progress, and performs command reception interrupt processing with priority even if other interrupts occur at the same time.

[0081] The performance control command defines its function using a two-byte structure consisting of a one-byte mode (MODE) and a one-byte event (EVENT). To distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each mode (MODE) and event (EVENT). That is, when there is a command to transmit, the CPU 401c (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 410 (performance control board 420), and transmits a first strobe signal a predetermined time after this setting. Furthermore, a predetermined time after transmitting this strobe signal, it sets and outputs event (EVENT) information, and transmits a second strobe signal a predetermined time after this setting. The strobe signal is controlled to an active state by the CPU 401c for a predetermined period of time to ensure that the sub-CPU 421c can receive commands. In addition, when transmitting a liquid crystal control command, the performance control board 420 generates an interrupt strobe signal and transmits a two-byte liquid crystal control command consisting of a MODE signal and an EVENT signal to the liquid crystal control board 460 in succession.

[0082] (Outline of game action) Next, an overview of game operation will be explained. Under predetermined game start conditions, the main control unit 400 executes a role lottery (internal lottery) upon detecting operation of the start lever 11, and controls the rotation of the reel. Specifically, the main control unit 400 monitors whether a predetermined number of game medals (e.g., three medals) that allow game start have been inserted based on a medal insertion signal (a detection signal from the medal detection sensor 7a, the MAX BET switch 8a, or the 1 BET switch 9a). If the main control unit 400 detects a jam of game medals inside the medal selector or an abnormal insertion (such as insertion due to fraudulent activity) regarding the insertion of game medals, it determines that a selector error (medal insertion error) has occurred and executes predetermined error processing.

[0083] When it is confirmed that the specified number of coins has been inserted, the reception of an operation signal from the start switch 11a is enabled, i.e., the "game start ready state" is set. When the input of an operation signal from the start switch 11a is confirmed in this game start ready state, an internal lottery is executed based on the internal lottery random number value and the "role lottery table" shown in Figures 4A and 4B. The main control unit 400 determines which role has been won or not, or whether it is a "loss" role, through the internal lottery process, and stores (sets) the lottery result information in a predetermined area of ​​RAM 401b (main control RAM) until the predetermined process is completed. In principle, this lottery result information is cleared after each game.

[0084] (Role selection table: Figure 5A, Figure 5B) 5A and 5B show examples of the role selection table according to this embodiment. The role selection table is provided with a plurality of role selection tables corresponding to various game states, such as "RT0 to RT3 gameplay", "BB inside (RT4 gameplay)", and "BB (bonus gameplay)", which will be described later.

[0085] In addition, the role selection table is provided with role selection tables corresponding to setting values ​​1 to 6. For example, for role selection tables corresponding to RT0 to RT3 games, the selection probability of one or more specific types of specific lottery target roles (for example, BB1, BB2, common bell A, etc.) varies depending on the setting value, and the selection probability of the specific lottery target role is set so that the higher the setting value, the more advantageous it is to the player. Note that in the illustration, a role selection table corresponding to a specific setting value (for example, setting value 6) is representatively shown, and role selection tables corresponding to other setting values ​​are omitted from the illustration to avoid duplication (the same applies to each of the lottery tables shown in Figures 28A to 28D, 29A to 29C, 30, etc., described below).

[0086] As shown in the figure, the "role selection table" defines a lottery area (the size of the lottery area is 65536) having a winning area (judgment value) corresponding to the target role (role that is the target of the role selection), thereby defining the winning probability of each role ("judgment value / size of the lottery area": ​​internal winning probability). In this embodiment, 49 types of target roles, including non-winning roles (details of each role will be described later), are provided as the target roles. The main control unit 400 refers to the role selection table and determines which role has been won or not won (missed) depending on whether the internally selected random number value belongs to any of the judgment values. Also, as shown in the figure, the type of target role and the winning probability vary depending on the game state (for example, specific replay role types), thereby enriching the game content. The role selection table may be configured to determine which role selection table to use depending on the internal game state type and game mode type (Figure 34), which will be described later.

[0087] After the internal lottery process is completed, the main control unit 400 controls the drive of the reel drive motors 211a-211c, starts the rotation of each of the reels 5a-5c, and rotates each reel at a substantially constant speed. This realizes the rotation operation of each reel. However, when executing the freeze effect (freeze when lever is operated) described later, the normal rotation operation starts after waiting for a predetermined freeze time.

[0088] When each reel is rotated at a substantially constant speed, the main control unit 400 enables reception of input of operation signals from the stop switches 12a' to 12c', i.e., sets the "stop operation permitted state." When input of an operation signal from the stop switches 12a' to 12c' is confirmed in this stop operation permitted state, at that timing, the symbol number present in a specific position (for example, on the lower horizontal line in Figure 7) is acquired as the "stop operation symbol number" for the reel to be stopped, and the number of frames (number of sliding frames) that the reel must move from that stop operation symbol number is calculated from a "stop table (not shown)" that determines how many frames (number of sliding frames) the reel must be moved to stop, and the reel is stopped at the desired position.

[0089] The "stop table" described above contains stop data that defines the number of sliding frames for the "stop operation symbol number" within the maximum number of reel frames (up to four in this embodiment). This allows for so-called "reel control" to be performed, which reel-in and stops specific symbols within the maximum number of reel frames onto a winning line. This allows for the reel to stop a winning symbol combination (winning symbol) onto a winning line. By utilizing the characteristics of this "reel control," the number of sliding frames and reel-in rate corresponding to the symbols in each reel's symbol array band 200 can be determined. This allows the component symbols of a winning symbol to stop onto a winning line regardless of the stop operation procedure (push order and stop operation timing) (100% reel-in rate). Alternatively, depending on the stop operation procedure, it is possible to prevent a symbol from stopping onto a winning line even if the maximum number of sliding frames is reeled in, resulting in a "missed win."

[0090] In the case of a "no win" (miss) where no winning combination is achieved by the internal lottery, the stopping position of the reel is determined so that no combination of symbols corresponding to any winning combination will stop on a valid winning line. Therefore, in a game that results in a "miss," regardless of the stopping operation procedure of the reel, no combination of symbols corresponding to any winning combination will stop on a valid winning line, and the game result will always be a "miss."

[0091] <About the hand composition: Figure 6A~Figure 6D> Next, the winning combination according to this embodiment will be described with reference to Figures 6A to 6D. Figures 6A to 6D illustrate the relationship between the symbol combination (winning symbol type) corresponding to the winning symbol combination when the lottery target symbol combination shown in Figures 5A to 5B is won, the symbol combination name, the stopping operation procedure for realizing the symbol combination, and the payout (game value).

[0092] 6A-6D, the symbols corresponding to the "left reel," "middle reel," and "right reel" columns indicate the symbols on the winning lines of the reels 5a, 5b, and 5c. Regarding the "push order" columns in the figures, the notation "left," "middle," and "right" indicates that the target of the stop operation is the left reel 5a, "middle" indicates the middle reel 5b, and "right" indicates the right reel 5c. The notations "left, middle, right" and "first stop left" in the same columns indicate the order of the stop operation of the reels to achieve the combination of symbols corresponding to the "winning role type" column in the same figure. For example, the notation "left, middle, right" indicates the order of the pushes to stop the reels in the order of left reel 5a, middle reel 5b, and right reel 5c, and the notation "first stop left" indicates the order of the pushes to stop the reels. Hereinafter, for the sake of convenience, the Xth stop operation will be abbreviated as "Xth stop" as necessary, and the "Xth reel to be stopped" will be abbreviated as "Xth stop left," "Xth stop middle," "Xth stop right," etc. However, among the types of roles to be drawn in the figures, when the role is won, there are cases where a predetermined timing of the stop operation is required in addition to the pressing order as a condition for winning the combination of symbols corresponding to the winning role.

[0093] In this embodiment, as shown in Figures 5A to 5B, multiple types of lottery target roles (lottery numbers 1 to 48) are provided. These lottery target roles are roughly classified into role types with different performances, namely, those belonging to "special role types" which trigger a transition to a "bonus game" described later, and those belonging to "general role types" which do not, and the "general role types" are further classified into those belonging to "minor role types" which involve the "payout of a predetermined number of game medals (including payout of 0 medals)" and those belonging to "replay role types (replay role types)" which involve "replay".

[0094] In this embodiment, the above-mentioned special role types include "BB1, BB2" (lottery numbers 41, 42), the small role types include "Weak Chance 1 to Push Order Bell Type" (lottery numbers 20 to 40), and the replay role types include "Normal Replay, Transition Replay Type, 7 Replay Type, BAR Replay Type" (lottery numbers 1 to 19) (Figures 5A to 5B, Figures 6A to 6D).

[0095] The term "replay" refers to a game that can be played without inserting game medals (game media) (including using game medals for play via credit means or by operating other devices). Specifically, the same amount (number) of game media (inserted) used in the current game is pseudo-granted (automatically inserted) to fulfill the conditions for starting the next game. This replay can be said to have game value similar to game medals in that it allows the player to play the next game without losing game medals. The game value granted to the player also includes not only replays and game medals, but also the right to transition between game states and to enter game state transition lotteries (for example, automatic turnaround lotteries and bonus lotteries, as described below). Game value is not limited to those that favor the player, but also those that favor the player (for example, transitioning to a game state that is less profitable than the favorable game state).

[0096] If any of the above-mentioned lottery target roles is determined as a winning role by the internal lottery, the symbol combination (winning role) corresponding to that winning role is allowed to stop and display on the valid winning line. More specifically, when a winning role is determined by the internal lottery, one or more types of internal winning flags corresponding to that winning role are established, and the symbol combination (winning role) corresponding to the established internal winning flag is allowed to stop and display on the valid winning line. Therefore, depending on the winning role, multiple types of internal winning flags may be established in one internal lottery, resulting in multiple corresponding symbol combinations (winning roles). For example, the RT2 transition replay (lottery numbers 1 to 7) described below allows two types of winning roles, a normal replay and an RT2 transition replay, to be won as winning roles. Such a lottery-eligible combination is synonymous with simultaneously winning multiple combinations in a single internal lottery (multiple winning combinations are determined in a single internal lottery), and can be treated as a "duplicate combination" that allows multiple combinations to be simultaneously won (duplicate wins) in a single internal lottery. In this embodiment, like this "duplicate combination," a lottery-eligible combination is provided in which a winning combination and the stop symbol pattern (winning combination) permitted by that winning combination correspond 1:N, and multiple stop symbol patterns are provided for each winning combination to realize it, thereby enriching the game content. Examples of combinations that have the properties of such combinations include the transition replay type (lottery numbers 1-15), 7 replay to BAR replay fake (lottery numbers 16-19), chance bell (lottery number 28), and push order bell type (lottery numbers 29-40), which will be described later.

[0097] In this specification, a combination of symbols that stops on a valid winning line corresponding to a winning combination may be referred to as a "winning combination," and the stopping (establishment) of a combination of symbols that corresponds to a winning combination on a valid winning line may be referred to as a "winning combination." A specific display pattern of symbols that stops when a "miss" occurs (a so-called "missed combination") may also be considered a winning combination. In this specification, the notation "symbol 1 / symbol 2 / ·· / symbol N" means "symbol 1, symbol 2, ···, or symbol N." For example, the notation "replay"-"bell A"-"upper bullet / cherry" above refers to the symbol combination of "replay"-"bell A"-"upper bullet" or the symbol combination of "replay"-"bell A"-"cherry."

[0098] (pseudo winning line) To facilitate understanding of the present invention, the relationship between virtual pay lines (hereinafter referred to as "pseudo pay lines") and activated pay lines will be explained with reference to FIG.

[0099] The roles that can be drawn in this embodiment include "push order irrelevant roles" that, if won, will allow the corresponding winning role to be won regardless of the push order, and "push order specified roles" that will allow different winning roles to be won depending at least on the push order, and the wide variety of roles aims to enrich the gameplay.

[0100] When widening the range of playability by providing a wide variety of roles in this way, if a large number of valid winning lines are provided, as seen in many conventional slot machine types, for example, so-called "5-line machines" which treat a total of five winning lines, the "right down line", "left down line", "upper horizontal line", "middle horizontal line" and "lower horizontal line" shown in Figures 7(A)(B), as valid winning lines, then due to factors such as pull-in control, component symbols of roles, and symbol arrangement configuration in symbol arrangement band 200, the role configuration becomes complicated when designing the gaming machine, and it becomes necessary to limit the types of roles, thereby hindering the freedom of playability.

[0101] Therefore, in this embodiment, a "1-line machine" is used, which has fewer active paylines, such as the "downward-right line" shown in FIG. 7A, and treats only one active payline as an active payline. The dashed lines in FIG. 7B, the "downward-left line," "upper horizontal line," "middle horizontal line," and "lower horizontal line," are used as virtual paylines (hereinafter referred to as "pseudo-paylines"). This creates a payline that mimics a typical "5-line machine." The relationship between such active paylines and pseudo-paylines is as follows. For example, if the "Normal Replay A" shown in FIG. 6A wins, the active payline will stop with a seemingly random combination of "Replay"-"Bell A"-"Upper Bullet / Cherry." However, the "upper horizontal line" of the pseudo payline will stop with the same combination of "Replay"-"Replay"-"Replay" (a replay symbol combination) (upper replay display). In this way, while random symbols that appear to be losing symbols at first glance appear on the effective winning line, from the perspective of the pseudo winning line, specific symbol combinations that are easy for players to recognize appear to stop. Similarly, for other winning combinations, there are symbol combinations that are easy for players to recognize or specific symbol combinations that may stop on the pseudo winning line (for example, common bell A (lottery number 27) or push-order bell types (lottery numbers 29-40)). It should not be confused here that symbol combinations such as the "random symbols" described above are symbol combinations that correspond to actual winning symbols (true winning symbols), while symbol combinations that stop on the pseudo winning line are virtual winning symbols (virtual winning symbols) that are derived and displayed as alternative symbol combinations to the true winning symbols that stop on the effective winning line.

[0102] By forming the pseudo winning lines as described above, even if a combination of symbols (virtual winning combinations) with seemingly identical performances appears on the pseudo winning lines, a combination of symbols with different performances (real winning combinations) can be stopped on the actual winning lines. For example, if the first winning combination is won, the first combination of symbols will be stopped on the top horizontal line, and if the second winning combination is won, the same first combination of symbols will be stopped on the downward-sloping left line, but different combinations of symbols can be stopped on the active winning lines. As a result, when the first winning combination is won and when the second winning combination is won, it may appear at first glance that the same winning combination has been stopped, but in reality, different winning combinations have been formed (wins) on the active winning lines, resulting in different payouts. By effectively utilizing the roles of the pseudo winning lines and active winning lines in this way, the flexibility of winning combinations is increased, and the game content can be enriched.

[0103] In addition, if there is a risk that a player may mistakenly recognize a virtual winning combination that has stopped on a pseudo winning line as a real winning combination, it is preferable to display a special image indicating the real winning combination in a predetermined display area of ​​the liquid crystal screen 6a. For example, if a "red 7 symbol combination" corresponding to a "7 replay" described later is configured to be able to stop on a pseudo winning line, it is preferable to display an image indicating the real winning combination in a predetermined display area (for example, the right corner) of the liquid crystal screen 6a so that a player does not mistakenly recognize that the combination of symbols that has stopped on an active winning line (the real winning combination) is a combination of "red 7 symbol combination" that has been formed on the pseudo winning line (the same applies to other combinations).

[0104] Returning to the explanation of Figures 6A to 6D, the role configuration (the relationship between the type of role to be selected, the combination of symbols corresponding to the winning role (the type of winning role), and the payout, etc.) according to this embodiment will be explained. Note that, for the sake of convenience, the "symbol combination" column below shows the 'true winning role' that stops on the activated winning line. Also, the entries in the winning number and winning role type columns in Figures 6A to 6D correspond to the entries in the lottery number and winning role type columns of the role selection table shown in Figures 5A to 5B.

[0105] (Replay type: winning number (lottery number) 1 to 19) 6A to 6B, the replay role types (lottery numbers 1 to 19) will be explained first. The replay role types in this embodiment include a "push order irrelevant replay role (a replay role that allows a specific replay symbol to win regardless of the push order)" belonging to the push order irrelevant role, and a "push order prescribed replay role (a replay role that allows a different symbol combination (winning role) to win depending on the push order)" belonging to the push order prescribed role.

[0106] (Normal replay: lottery number 1) First, we will explain normal replay A with lottery number 1.

[0107] As shown in Figure 6A, the symbol combination that allows a win when a normal replay A is won is the symbol combination of "Replay" - "Bell A" - "Upper Bullet / Cherry" (normal replay). This normal replay A belongs to the "push order doesn't matter" (push order doesn't matter replay) and does not require a stop operation timing to win the corresponding symbol combination (normal replay). Note that when a normal replay stops on a valid winning line, a replay symbol alignment is displayed on the upper horizontal line of the pseudo winning line (upper replay display). This also applies to the RT2 transition replay type and RT1 fall replay type (described below), which allow a normal replay to win if won (see Figures 6A and 7).

[0108] (Transfer replay type: lottery numbers 2-15) Next, we will explain the "transition replay type" of lottery numbers 2 to 15. These transition replay types belong to the above-mentioned "push order specified role (push order specified replay role)" and are classified into "RT2 transition replay type (lottery numbers 2 to 7)", "RT1 fall replay type (lottery numbers 8 to 10)", and "RT3 promotion replay type (lottery numbers 11 to 15)" depending on the difference in performance.

[0109] (RT2 transition reply type: lottery numbers 2-7) First, a description will be given of the "RT2 transition rep" types of lottery numbers 2 to 7. As for the RT2 transition rep types, a total of six types of RT2 transition replies, ie, RT2 transition replies 123 to 321, are provided as shown in Fig. 5A.

[0110] The above RT2 transition lip 123 to RT transition lip 321 belong to the "push order specified role (push order specified replay role)" and are determined so that, depending on the push order, a winning role that can work to the player's advantage (advantageous winning role) or a winning role that can work to the player's disadvantage (unfavorable winning role) can stop (win) on the valid winning line. These RT2 transition lip 123 to RT transition lip 321 are essentially the same except that the push order for winning an advantageous winning role or an unfavorable winning role is different (see the "push order" column in Figure 6A), so in order to avoid duplication, the "RT2 transition lip 123" of lottery number 1 will be explained as a representative.

[0111] (Regarding RT2 transition reply 123) The symbol combinations that are allowed to win by winning the "RT2 transition replay 123" are (1) the symbol combination of "replay"-"replay"-"replay" (RT2 transition replay: right diagonal replay display), and (2) the symbol combination of "replay"-"bell A"-"upper bullet / cherry" that is the same as normal replay A (normal replay: upper row replay display). In other words, when the RT2 transition replay 123 is determined as a winning combination, the RT2 transition replay and normal replay are placed in a winning combination state. In other words, the RT2 transition replay 123 can be said to have the properties of a "duplicate combination" that, when won, can overlap and win both a combination that allows the RT2 transition replay to win and a combination that allows the normal replay to win (normal replay A).

[0112] Next, the combination of symbols that are allowed to win by winning the RT2 transition lip 123 will be explained in detail from the viewpoint of stop control as follows.

[0113] (When pressing in the order "left, middle, right") As shown in Figure 5A, when the RT2 transition replay 123 is won, if the pressing order is "left, center, right", the reel stop control (pulling control) is performed so that the RT2 transition replay stops (wins) on the valid winning line.

[0114] (If the pressing order is other than "left, middle, right") On the other hand, if the button press order is other than "left, center, right," the reel is controlled to stop so that the normal replay stops on the valid winning line, rather than the RT2 transition replay.

[0115] As can be seen from the "Push Order" column in Figure 6A, when the push order assigned to each RT2 transition replay type is the predetermined push order, the "RT2 transition replay" stops on the valid winning line, and when the push order differs from the predetermined push order, the "normal replay" stops on the valid winning line. In this embodiment, only the push order is relevant to winning the winning combination related to the RT2 transition replay type, and the timing of the stop operation is not required (in this embodiment, the same applies to the RT1 fall replay type and the RT3 promotion replay type, which will be described later). Furthermore, different push orders are assigned to each RT2 transition replay to win the RT transition replay (see the "Push Order" column in Figure 6A).

[0116] (Regarding the dividend for RT2 transition reply 123) When the above-mentioned "Normal Replay" or "RT2 Transition Replay" wins, "Replay Game" is awarded as a dividend. However, when the RT2 Transition Replay wins, in addition to the Replay Game, another game value such as "Upgrading to the RT2 game in a higher profit state than the RT1 game (the replay probability has the relationship of 'RT1 game < RT2 game': refer to Figure 8 described later)" is additionally awarded as a "transition of the game state". On the other hand, even if the "Normal Replay" wins, there is no transition of the game state, and the current RT game is maintained. In this regard, the RT2 Transition Replay related to the RT2 transition replay type is a winning combination on the advantageous winning combination side (a winning combination with a higher game value than the Normal Replay), and the Normal Replay is a winning combination on the disadvantageous winning combination side (a winning combination with a lower game value than the RT2 Transition Replay). Thus, the RT2 Transition Replay 123 serves as a "state transition trigger role" that triggers the transition from one game state to another due to its winning (here, due to winning). (The same applies to other RT2 Transition Replay types). Similar to the RT2 Transition Replay type, the roles that serve as state trigger roles include the RT1 Drop Replay type (lottery numbers 8 to 10) described later, the RT3 Upgrade Replay type (lottery numbers 11 to 15), the button order bell type (lottery numbers 29 to 40), etc. The details of the content of each RT game and the transition control between each RT game are described in detail in Figure 8.

[0117] Here, the Arabic numerals attached to the role names in the "Winning Combination Type" column of FIGS. 6A to 6D and FIGS. 5A to 5B are a simplified notation of the button presses in which a specific winning combination can win, and basically indicate the button presses on the advantageous winning combination side. For example, in the case of "RT2 Transition Replay 123", regarding the Arabic numeral notation part of "123", the notation "1" corresponds to the left reel 5a, the notation "2" corresponds to the middle reel 5b, the notation "3" corresponds to the right reel 5c, and the notation "123" means the button press order of "left, middle, right". Similarly, for other notations, "132" means 'left, middle, right', "213" means'middle, left, right', "231" means'middle, right, left', "312" means 'right, left, middle', and "32" means 'right, middle, left'. Also, the notation "1XX" means 'The first stop is on the left reel, and the button presses of the remaining reels are not considered', "2XX" means 'The first stop is in the middle and the button presses of the remaining reels are not considered', and "3XX" means 'The first stop is on the right reel, and the button presses of the remaining reels are not considered'.

[0118] (RT1 Fall Reply Type: Lottery Number 8-10) Next, we will explain the "RT1 Fall Reply" type for lottery numbers 8 to 10.

[0119] As shown in Figure 5A, there are three types of RT1 fall lip types: RT1 fall lip 1XX to RT transition lip 3XX. The RT1 fall lip type, like the RT2 transition lip type, belongs to the "push order specified role (push order specified replay role)".

[0120] The above RT1 Fall Replay 1XX to RT Transition Replay 3XX are essentially the same except for the difference in the order of pressing for advantageous or unfavorable winning combinations, so to avoid repetition, we will explain the "RT1 Fall Replay 1XX" of lottery number 9 as a representative. Note that, to avoid repetition, the explanation of the content that is essentially the same as the "RT2 Transition Replay Type (RT2 Transition Replay 123)" will be omitted as appropriate.

[0121] (About RT1 Fall Reply 1XX) The symbol combinations that are allowed to win when "RT1 Falling Replay 1XX" is won are (1) the symbol combination of "Replay" - "Bell A" - "Upper Bullet / Cherry" (normal replay), and (2) the symbol combination of "Replay" - "Replay" - "Bell A / Bell B" (falling replay). In other words, when RT1 Falling Replay 1XX is determined as the winning role, the falling replay and normal replay will be placed in a winning state.

[0122] When RT1 Fall Reel 1XX is selected, as shown in the figure, whether any combination of symbols stops on the valid winning line is determined in the order of pressing, similar to the same event as the above-mentioned "RT2 Transition Reel 123". Specifically, when the order of pressing is "First Stop Left", "Normal Replay" stops (wins) on the valid winning line, and when the order of pressing is other than that, "Fall Replay" stops (wins) on the valid winning line. Similarly, for other RT1 Fall Reels (Fall Reel 2XX to RT1 Fall Reel 3XX), whether any combination of symbols stops on the valid winning line is determined according to the order of pressing. Also, for the order of pressing that awards "Normal Replay" or "Fall Replay", different orders of pressing are assigned to each RT1 Fall Reel (see the column of "Order of Pressing" in Figure 6A).

[0123] (Regarding the payout of RT1 Fall Reel 1XX) When the above-mentioned "Normal Replay" or "Fall Replay" wins, "Re-game" is awarded as a payout. However, when the Fall Replay wins, in addition to the re-game as a payout, another game value called "Game State Transition" such as "transferring from RT2 game or RT3 game to RT1 game with a relatively low profit state (the replay probability has the relationship of 'RT1 game < RT2 game, RT3 game': see Figure 8 described later)" is additionally awarded. On the other hand, when the Normal Replay wins, there is no game state transition, and the current RT game is maintained (no RT game transition). In this regard, the Normal Replay related to the RT1 Fall Reel type is positioned as a winning combination on the advantageous winning side (a winning combination with a higher game value than the Fall Replay), and the Fall Replay is positioned as a winning combination on the disadvantageous winning side (a winning combination with a relatively lower game value than the Normal Replay).

[0124] (RT3 Upgrade Reel type: Lottery numbers 11 - 15) Next, the "RT3 Upgrade Reel" type of lottery numbers 11 - 15 will be explained.

[0125] As shown in Fig. 5A, there are five types of RT3 promotion lip types, namely, RT3 promotion lip 1XX to RT transition lip 321. The RT promotion lip type, like the RT2 transition lip type, belongs to the "push order specified role (push order specified replay role)".

[0126] In addition, the above RT3 promotion replay 1XX to RT transition replay 321 are essentially the same except for the difference in the order of pressing for advantageous or unfavorable winning combinations, so in order to avoid repetition, we will explain the "RT3 promotion replay 1XX" of lottery number 11 as a representative. Note that, in order to avoid repetition, the explanation of the content that is essentially the same as the above "RT2 transition replay type (RT2 transition replay 123)" will be omitted as appropriate.

[0127] (About RT3 promotion reply 1XX) The symbol combinations that are allowed to win when "RT3 Promotion Replay 1XX" is won are (1) the symbol combination of "Watermelon A / Watermelon B / Red 7" - "Replay" - "Watermelon A / Watermelon B / Red 7" (RT3 Promotion Replay (middle replay display)), and (2) the symbol combination of "Replay" - "Replay" - "Bell A / Bell B" (Fall Replay). In other words, when RT3 Promotion Replay 1XX is determined as the winning role, RT3 Promotion Replay and Fall Replay will be placed in a winning state.

[0128] Even if the RT3 promotion replay 1XX is won, whether or not any symbol combination will stop on the valid winning line is determined by the push order, as in the case of the "RT2 transition replay 123" described above. Specifically, if the push order is "first stop left (first stop is left reel 5a)," the "RT3 promotion replay" will stop on the valid winning line, and if the push order is other than that, the "fall replay" will stop on the valid winning line. Similarly, for other RT promotion replays, whether or not any symbol combination will stop on the valid winning line is determined by the push order. In addition, with regard to the push order to win the RT3 promotion replay, different push orders are assigned to each RT3 promotion replay (see the "Push Order" column in Figure 6A).

[0129] (Regarding the dividends for RT3 promotion RIP1XX) When the above-mentioned "RT3 promotion replay" or "fall replay" wins, a "replay" is awarded as a payout. However, when an RT3 promotion replay wins, in addition to the payout of a replay, another game value is additionally awarded, which is a "transition of game state" such as "promotion transition from RT2 game to RT3 game, which has a relatively higher profit state (the relationship of the fall replay probability is 'RT2 game > RT3 game': see Figure 5A)." On the other hand, when a fall replay wins, as described above, a game value is awarded such as "fall transition from RT2 game or RT3 game to RT1 game." In this regard, an RT3 promotion replay related to the RT3 promotion replay type is a winning combination on the side of a favorable winning combination, and a fall replay is a winning combination on the side of an unfavorable winning combination.

[0130] (7 replays: lottery number 16) Next, we will explain lottery number 16, "7 Replay."

[0131] As shown in FIG. 6B, the symbol combinations that are allowed to win when a 7 Replay is won are (1) the symbol combination of "Red 7 / Replay" - "Red 7 / Bell A" - "Red 7 / Upper Bullet / Cherry" (7 Replay (matching red 7s) or regular Replay (upper replay display)), and (2) the symbol combination of "Replay" - "Bell A" - "Upper Bullet / Cherry" (regular Replay (upper replay display)). In other words, when a 7 Replay is determined as the winning combination, the 7 Replay and the regular Replay will be placed in a winning state.

[0132] The "7 Replay" belongs to the "Press Sequence Prescribed Role (Press Sequence Prescribed Replay Role)," and which symbol combination stops on a valid winning line is determined by the press sequence. Specifically, as shown in FIG. 6B, in the case of the "First Stop Right," a "7 Replay (with red 7 symbols)" can stop on a valid winning line, while in any other press sequence, a "Normal Replay" will stop on a valid winning line. However, the "7 Replay (with red 7 symbols)" will stop on a valid winning line (win) if the press sequence matches and the stop operation is performed at a specific stop operation timing (a stop operation timing at which the red 7 symbol can be drawn). However, even if the press sequence matches, if the stop operation timing is not the specific stop operation timing, the 7 Replay (with red 7 symbols) will not stop, and instead a normal Replay (upper replay display) will stop as a winning role (see the "Notes" column in FIG. 6B). As will be explained in more detail later, if a 7 Replay is won, the winning combination of symbols will differ depending on the stopping operation procedure (the order in which the buttons are pressed and the timing of the stopping operation), but regardless of which symbol combination wins, the same game value will be awarded as long as the game is in the same state (the same applies to the 7 Replay Fake, BAR Replay, and BAR Replay Fake, which will be explained later).

[0133] In this embodiment, because the draw rate of the constituent symbols of the 7 Replay is less than 100% and there is only one effective winning line, a certain level of skill is required to win the 7 Replay. Therefore, if the red 7 symbol can be drawn onto the pseudo winning line, the winning combination of the 7 Replay may be determined so that the red 7 symbol is drawn onto the pseudo winning line and stops in a 'red 7' formation. However, when the "red 7 pattern line" is configured to be able to stop on a pseudo winning line, it is preferable to display an image showing the true winning combination in a specified display area of ​​the LCD screen 6a so that the player does not mistakenly believe that the combination of patterns that stops on the valid winning line (true winning combination) is a "red 7 pattern line" that has been formed on the pseudo winning line (the same applies to the 7 replay fake (when a red 7 replay tenpai miss is stopped), BAR replay (when a BAR pattern line is stopped), and BAR replay fake (when a BAR replay tenpai miss is stopped) described below).

[0134] (BAR Replay: Lottery number 18) In addition, the same event pull-in control as for the 7 replay described above is also performed for the "BAR replay" of lottery number 18. Specifically, if the push order matches (first stop right) and the specific stop operation timing (the stop operation timing at which the BAR symbol can be pulled in) is reached, "BAR"-"BAR"-"BAR" (BAR replay (BAR symbol alignment)) will stop on the valid winning line, and a special symbol combination called "BAR symbol alignment" will stop. However, even if the push order matches, if the specific stop operation timing is not reached, a normal replay (upper replay display) will stop instead of the "BAR replay (BAR symbol alignment)" (see the "Notes" column in Figure 6B).

[0135] (7 Reply Fake: Lottery number 17) Next, we will explain the lottery number 17, "7 Reply Fake."

[0136] As shown in Figure 6B, the symbol combinations that are allowed to win by winning a 7 Rep Fake are (1) "Red 7 Rep Tenpai Miss" (7 Rep Fake), and (2) the symbol combination of "Replay" - "Bell A" - "Upper Shot / Cherry" (normal replay). "Red 7 Rep Tenpai Miss" is a symbol combination that makes a 7 Replay (a red 7 symbol combination) tenpai, such as "Cherry" - "Red 7" - "Red 7".

[0137] The "7 Rep Fake" belongs to the "Press Sequence Prescribed Role (Press Sequence Prescribed Replay Role)" category, and like the 7 Replay (lottery number 16) mentioned above, if the pressing sequence matches and a specific stopping timing is specified, a "Red 7 Rep Tenpai Miss" will stop on the valid winning line; if the pressing sequence is otherwise specified, a "Normal Replay" will stop on the valid winning line (see Figure 6B). A "Red 7 Rep Tenpai Miss" refers to a stopping sequence that results in a "7 Replay Tenpai state," such as "Cherry"-"Red 7"-"Red 7." The 7 Rep Fake functions as a "fake role" (a false role) that derives and displays a "7 Rep Tenpai Miss" to create expectations of winning a 7 Replay. Depending on the timing of the stop operation, 7 replay fakes may be missed, and although not shown, normal replays (upper replay display) may be stopped in the same way as the 7 replays described above (see the "Notes" column in Figure 6B).

[0138] (About BAR Ripfake (lottery number 19)) In addition, the same pull-in control as for the 7-repeat fake is also applied to the "BAR Repeat Fake" of lottery number 19. When the BAR Repeat Fake is won, depending on the push order and timing of the stop operation, the BAR Repeat Tenpai Missing Number (for example, "Cherry" - "BAR" - "BAR") or a normal replay (upper replay display) will stop (see the "Notes" column in Figure 6B). The BAR Repeat Fake derives and displays the "BAR Repeat Tenpai Missing Number" and acts as a "fake role" to stimulate the expectation of winning the BAR Replay.

[0139] (Payouts for 7 Replay, BAR Replay, 7 Repfake, and BAR Repfake) We will explain the payouts for the above-mentioned 7 Replay, BAR Replay, 7 Rep Fake, and BAR Rep Fake. Since the payouts for these are basically the same, we will focus on the payout for 7 Replay as a representative example.

[0140] If a 7 replay is won, as already explained, either a "7 replay (matching red 7 symbols)," a "normal replay," or a "missed number" will stop, and at least a "replay" will be awarded as a payout.

[0141] This "7 Replay" belongs to the push-order rule (push-order rule replay rule), but it does not award different game values, such as advantageous or unfavorable winning combinations, depending on the push order. In the same game state, the same game value is awarded regardless of the stop number. For example, in the ART game (ART game) and the bonus-specialized zone (a form of ART game) described below, regardless of the stop number, in addition to awarding a replay, the right to enter the bonus lottery is awarded (see Figures 31A and 31B described below). Even if the push-button fails, the right to enter the bonus lottery is not lost; it is still awarded. The reason for this is to avoid a situation in which a special bonus is awarded, where the right to enter the bonus lottery is lost due to the skill of the push-button, and to prevent a player's motivation to play from decreasing. Similarly, for the above-mentioned "BAR Replay," "7 Rep Fake," and "BAR Rep Fake," even if you fail to press the buttons correctly, the right to execute the bonus lottery, etc., will not be lost. In this respect, it is different in nature from the "Transition Replay Type," in which promotion transitions or decline transitions occur depending on the order of pressing, in other words, different game values ​​are awarded.

[0142] (About small winning types) Next, the types of small winning combinations (lottery numbers 20-40) will be explained with reference to Figures 6B and 6C. The weak chances 1-2 of lottery numbers 20-21, the strong chance of lottery number 22, the watermelon of lottery number 23, and the common bell A of lottery number 27 each belong to the "push order doesn't matter" combination, while the weak cherry, strong cherry, and strongest cherry of lottery numbers 24-26, the chance bell of lottery number 28, and the push order bell of lottery numbers 29-40 each belong to the "push order specified combination." In addition, certain of these small winning combinations act as "AT lottery trigger combinations" and / or "additional lottery trigger combinations," and even if a miss occurs, the right to execute them will not be lost, just like the 7 replays mentioned above.

[0143] (Weak Chance 1, Weak Chance 2: Lottery numbers 20-21) As shown in FIG. 6B, the symbol combination that allows a win in Weak Chance 1 is "Replay"-"Bell A"-"Watermelon A / Watermelon B" (Weak Chance 1 display), and Weak Chance 2 is "Replay"-"Bell A"-"Watermelon A / Watermelon B / Red 7" (Weak Chance 2 display in the case of the "Red 7" symbol on the right reel, and Weak Chance 1 display in the case of any symbol other than the "Red 7" symbol on the right reel). In other words, when Weak Chance 2 is won, depending on the timing of the stop operation, in addition to the Weak Chance 2 display ("Replay"-"Bell A"-"Red 7"), the same stop symbol (Weak Chance 1 display) as Weak Chance 1 ("Replay"-"Bell A"-"Watermelon A / Watermelon B") may stop on the valid winning line (Weak Chance 1 common stop symbol).

[0144] In addition, the payout for both Weak Chance 1 and Weak Chance 2 is "5 game medals." Therefore, if Weak Chance 2 wins and Weak Chance 1 also wins, it is unclear which role won based on the number of stops and the number of medals paid out alone. Furthermore, under certain conditions, Weak Chance 1 and Weak Chance 2 may additionally grant the right to execute the AT lottery (Figures 29A to 29C) or additional lottery (Figures 31A to 31B) described below. Therefore, Weak Chance 1 and Weak Chance 2 act as "AT lottery trigger roles" and / or "additional lottery trigger roles" (Figures 29A to 29C, Figures 31A to 31B). However, in this AT lottery, the probability of AT lottery is set higher for Weak Chance 2 than for Weak Chance 1, and in this respect, Weak Chance 2 is a lottery target role with a relatively higher gaming value than Weak Chance 1 (see Figures 29A to 29C, 31A to 31B described below). Also, as with the case of 7 replays described above, the right to execute the AT lottery or the additional lottery does not disappear even if the eye-pressing fails and the corresponding symbol combination does not win (the same applies to the strong chance described below). Note that Weak Chance 1 and Weak Chance 2 include those with different corresponding symbol combinations, but the present invention is not limited to this, and both may have the same symbol combination.

[0145] (Strong chance: lottery number 22) Next, we will explain the "strong chance" of lottery number 22.

[0146] The symbol combinations that are allowed to win a Strong Chance are "Replay" - "Bell A (other than number 15) / Red 7 / BAR" - "Red 7 / BAR / Watermelon A / Watermelon B." As can be seen from this symbol combination, when a Strong Chance is won, either the Weak Chance 1 display ("Replay" - "Bell A" - "Watermelon A / Watermelon B": "Weak Chance 1 common stop"), the Weak Chance 2 display ("Replay" - "Bell A" - "Red 7 symbol": "Weak Chance 2 common stop"), or the Strong Chance display (a combination of the above symbols other than the Weak Chance 1 and Weak Chance 2 displays) can stop on the valid winning line. Which symbol stops is determined by the timing of the stop operation.

[0147] Similarly, the Strong Chance pays out "5 game medals," just like Weak Chance 1 and Weak Chance 2. Therefore, if the Strong Chance wins and Weak Chance 1 or Weak Chance 2 also wins, it is unclear which role was won based on the number of stops and the number of medals paid out alone. The Strong Chance also functions as an "AT lottery trigger role" and / or an "additional lottery trigger role," but in these lotteries, the Strong Chance is favored over Weak Chance 1 and 2 (see Figures 29A to 29C, 31A to 31B), and the Strong Chance is a role that has a relatively higher game value than Weak Chance 1 and 2.

[0148] (Watermelon: Lottery number 23) The watermelon with lottery number 23 is a button-sequence-independent combination, but a specific timing of the stop operation is required to win the combination of symbols shown in Figure 6B. The payout for the watermelon is three game medals.

[0149] (Weak Cherry, Strong Cherry, Strongest Cherry: Lottery numbers 24-26) Next, we will explain about the weak cherries, strong cherries, and strongest cherries for lottery numbers 23 to 26. Weak Cherry, Strong Cherry, and Strongest Cherry are each roles that belong to the "push order specified role (push order specified minor role)", and when they are won, one of the illustrated combinations of symbols will stop on the valid winning line depending on the stopping operation procedure (push order and stopping operation timing). In addition, as a payout, at least "two game medals" will be awarded for each of Weak Cherry, Strong Cherry, and Strongest Cherry.

[0150] The combinations of symbols corresponding to weak cherries, strong cherries, and strongest cherries have the following characteristic relationships.

[0151] (Cherry Blossoms) 6B, when the weak cherry, the strong cherry, and the strongest cherry are each pressed in a predetermined order (when at least the first stop is a specific reel), there is a specific stop (cherry overflow) that can be won by all three. In more detail, when a cherry role of any of the weak cherry, the strong cherry, and the strongest cherry is won, if the first stop is other than the middle reel 5b, the following stop control is performed.

[0152] In this case, when stopping the left reel 5a, if the stopping operation is performed at a timing that allows the "lower bullet symbol No. 2 (a "lower bullet symbol" in which the cherry symbol does not appear on any line: see "1st" in the symbol arrangement band 200 in Figure 3)" to be drawn onto the valid winning line, the lower bullet symbol No. 2 will stop on the valid winning line, and the special symbol combination of "lower bullet (No. 2)" - "Bell A" - "Replay" shown in the figure, "cherry spill" (a stop symbol in which the cherry symbol does not appear within the frame of the left reel 5a), will always stop. This "cherry spill" is a common stop symbol that can appear regardless of whether a weak cherry, strong cherry, or strongest cherry is won. Furthermore, since the payout for "Cherry Overflow" is "2 gaming medals," when "Cherry Overflow" stops, it is unclear (concealed) which type of cherry role (weak cherry, strong cherry, strongest cherry) has been won just by looking at the stopped number.

[0153] (Cherry common stop) The "cherry spill" mentioned above is a stop symbol that can appear in common between the three when a weak cherry, a strong cherry, or a strongest cherry is won and the same push order (during the first stop), but in addition to this cherry spill, there are also cases where a common stop symbol (cherry common stop symbol) appears between a weak cherry and a strong cherry, or a strong cherry and a strongest cherry, depending on the different push orders. This will be explained in detail below.

[0154] (Common cherry stops for weak and strong cherries) If the "weak cherry" of lottery number 24 is won and the first stop is not on the middle reel 5b (but if the cherry overflow is not stopped at the stop operation timing), the "weak cherry (weak cherry display)" of "Cherry / Bell B / lower bullet" - "Bell A" - "upper bullet / lower bullet / replay" shown in the figure may stop. However, if the first stop is on the middle reel 5b, the "strong cherry (strong cherry display)" of "Cherry / Bell B / lower bullet" - "Red 7 / BAR / lower bullet / Cherry" - "Red 7 / lower bullet / Bell A / Watermelon A / Watermelon B" which is allowed to win even if the strong cherry of lottery number 25 is won may stop (see the weak cherry column in Figure 6B). In other words, if you win a weak cherry, and you follow the specified stopping operation procedure, a "strong cherry" with a combination of symbols that also corresponds to a strong cherry will appear (in this case, it will stop as a missed weak cherry), and since the number of medals paid out is the same as for a strong cherry, two game medals, it is unclear (concealed) just by looking at the stopping symbols whether you won a weak cherry or a strong cherry.

[0155] Also, if the "strong cherry" of lottery number 25 is won, the "weak cherry" may stop. Specifically, if the first stop is on a place other than the middle reel 5b (provided that the cherry overflow timing is not possible), the "strong cherry display" may stop. However, if the first stop is on the middle reel 5b, the "weak cherry display" may stop (see the "strong cherry" column in Figure 6B). In other words, if a strong cherry is won, if the specified stop operation procedure is followed, the "weak cherry" with the same symbol combination as the weak cherry will appear (here, it stops as a missed symbol for the strong cherry). Furthermore, since the payout number is the same as the weak cherry, two game medals, it is unclear (concealed) whether the strong cherry or the weak cherry has been won just by looking at the stop number.

[0156] (Strong Cherry and Common Cherry Stops Related to Strong Cherry) Furthermore, if the "Strongest Cherry" of lottery number 26 is won, the above-mentioned Strong Cherry may stop depending on the stop operation procedure. Specifically, if the first stop is not on the middle reel 5b (when the stop operation timing is such that the BAR symbol can be drawn onto a valid winning line), the "Strongest Cherry (Strongest Cherry display)" of "BAR" - "Red 7 / BAR / Bottom Bullet / Cherry" - "Red 7 / Bottom Bullet / Bell A / Watermelon A / Watermelon B" may stop. However, even if the first stop is not on the middle reel 5b, if the stop operation timing is such that the cherry overflow can be drawn or the BAR symbol cannot be drawn onto a valid winning line, or if the first stop is on the middle reel 5b, the above-mentioned "Strong Cherry (Strong Cherry display)" that allows winning may stop even if the Strong Cherry of lottery number 25 is won (see the Strongest Cherry column in Figure 6B). In other words, if you win the strongest cherry, and you follow the specified stopping operation procedure, the above-mentioned "strong cherry (strong cherry display)" will appear, which is a combination of symbols that also corresponds to a strong cherry (here, it will stop as a missed symbol for the strongest cherry), and since the number of medals paid out is also the same as for a strong cherry, 2 game medals, it will be unclear (concealed) just by looking at the stopping symbol whether you won the strongest cherry or a strong cherry.

[0157] (Payouts for Cherry roles) In this embodiment, even if any of the cherry combinations (weak cherry, strong cherry, strongest cherry) is won, no missing combinations resulting in a zero payout are derived, and any of the winning combinations shown in the figure is won, resulting in at least two payouts (two game medals). Weak cherry, strong cherry, and strongest cherry are defined as the "AT lottery trigger combination" and / or "additional lottery trigger combination," and the preferential treatment (such as the AT lottery probability) for the AT lottery and additional lottery described below is in the order of "weak cherry < strong cherry < strongest cherry" (see Figures 29A-29C, 31A-31B). In particular, the strongest cherry has the lowest internal lottery probability (see Figure 5A), making it a premium combination with the highest preferential treatment for a given lottery (such as the AT lottery or additional lottery) compared to other lottery-eligible combinations. In this way, although the payout of the game medals for the cherry role is the same number, since the game value such as the AT lottery and the additional lottery is important, when the cherry common stop appears, as described above, by concealing which cherry role has been won, it is possible to stimulate the expectation of winning the strongest cherry. Also, for advanced players, taking advantage of the fact that there is no missing, they can intentionally stop the cherry common stop, making it unclear which cherry role has been won, and enjoy the tension of winning.

[0158] (Common Bell A: Lottery number 27) Next, with reference to FIG. 6C, the common bell A of lottery number 27 belonging to the small winning type will be described.

[0159] As shown in Figure 6C, the symbol combination that is allowed to win when the common bell A is won is the symbol combination of "Replay"-"Bell A"-"Replay" (middle bell). If "Replay"-"Bell A"-"Replay" stops on the valid winning line, the symbol combination using Bell A or Bell B, "Bell A / Bell B"-"Bell A"-"Bell A / Bell B" (middle bell display), will stop on the middle horizontal line of the pseudo winning line. Furthermore, the common bell A belongs to the "push order doesn't matter" role, and the timing of the stop operation to win the above-mentioned "middle bell" is not required. In other words, if the common bell A is won, regardless of the stop operation sequence, the middle bell will win, and "9 game medals" will be awarded as a payout.

[0160] (Chance Bell: Lottery number 28) Next, we will explain the chance bell for lottery number 28.

[0161] The chance bell belongs to the "press order prescribed role", and when the predetermined press order (first stop left) is used, the "middle bell" with the same payout of 9 coins as the common bell A mentioned above stops (wins) as a favorable winning role, and when the press order is different from that (other than the first stop left), the combination of "replay" - "bell A" - "bell A / bell B" (5 bells) with a payout of 5 coins can stop as an unfavorable winning role. Note that the chance bell is determined as a role that triggers the AT lottery, but the AT lottery is executed when the middle bell wins (first stop left) (see the remarks column in Figures 29A to 29C described below).

[0162] (Push order bell type: lottery numbers 29-40) Next, with reference to FIG. 5C, the "Push Order Bell Type" of lottery numbers 29 to 40 will be described.

[0163] The above-mentioned push-order bell types are lottery-eligible roles that belong to the "push-order prescribed roles (push-order prescribed minor roles)." When the specified push order is used, a "middle bell" with the same payout of 9 coins as the common bell A described above stops (wins) as a favorable winning role. When the push order differs from this, a "1-coin bell" with a payout of 1 coin may stop as an unfavorable winning role, or if the "1-coin bell" cannot be drawn, a "1-coin bell spill" (payout of 0 coins) may stop as a non-favorable winning role. Hereinafter, the "1-coin bell" or "1-coin bell spill" on the unfavorable winning role side will be abbreviated as "bell spill" (push order bell spill). Furthermore, in the push order bell types, a push order that stops the middle bell is referred to as a "correct push order," and a push order that stops the bell spill is referred to as an "incorrect push order."

[0164] The push order bells for the above-mentioned lottery numbers 29 to 40 are essentially the same except for the push order for the advantageous or unfavorable winning combinations. Therefore, in the following, to avoid duplication, we will explain the "push order bell 123A" for lottery number 29 as a representative example.

[0165] (About the push-order bell 123A) The combination of symbols that are allowed to win by winning the push order bell 123A will be specifically explained from the viewpoint of stop control as follows.

[0166] As shown in Figure 6C, when the push order bell 123A is a winning combination, if the push order is correct, "left, middle, right," a "middle bell" with a payout of 9 coins will be awarded, but if the push order is other than the correct "incorrect push order," the "middle bell" will not be awarded, and the reel will be stopped so that the following combination of symbols will stop on the valid winning line.

[0167] If the push order is "incorrect push order," the middle bell will be missed, and the above-mentioned "bell spill" will be derived and displayed as the game result. In this case, depending on the stop operation procedure when the push order is incorrect, one of the "single bells" that can stop is one of the "single bells A, B, E, F, or I" (stop numbers 60, 61, 65, 66, 69) among the single bells A to N with the combination of symbols shown in Figure 6C (α) (see the "incorrect push order stop number" for the push order bell 123A in Figure 6C and the "incorrect push order type" column in the same figure (α)). However, if the stop operation timing does not allow the "single bell" to be drawn, a single bell will be missed, and a "single bell spill (0 payout)" will stop. Therefore, the push-order bell 123A can be considered to have the properties of a "duplicate role" that allows multiple wins of the role that allows the middle bell to win, the role that allows the single bell A to win, the role that allows the single bell B to win, the role that allows the single bell E to win, the role that allows the single bell F to win, and the role that allows the single bell I to win. Note that if a bell overflow wins, the game will transition to RT1 play (see Figure 8). The push-order bell type also functions as an AT lottery trigger role and / or an additional lottery trigger role, but in the case of the push-order bell, the AT lottery is only executed when the push order is correct (see the remarks in Figures 29A to 29C described below). Note that for one or more specific push-order roles, a specific push order may grant the right to execute a lottery (e.g., an AT lottery, an additional lottery, etc.), but other push orders may not grant the right to execute a lottery.

[0168] In this embodiment, as shown in the figure, multiple types of push-order bells are provided, and only one push-order with a high payout is assigned to each push-order bell. If any other push-order (incorrect push-order) is used, the winning combination with the smallest payout, either one gaming medal or no payout, will be stopped. Among the push-order bells (lottery numbers 29 to 40), when focusing on push-order bell group A (lottery numbers 29, 31, 33, 35, 37, 39) with the notation "Push Order Bell ***A'" ('*' is an Arabic numeral shown) or push-order bell group B (lottery numbers 30, 32, 34, 36, 38, 40) with the notation "Push Order Bell ***B," different push-orders are assigned to each push-order bell, at least for the push-order to win the middle bell. As a result, even if the player intentionally stops the reel, unless the AT game described below is in progress, the middle bell on the high payout side will not be won with a high probability, and the design prevents the player from receiving unexpected benefits. Note that, although it has been explained that the above push order bell types stop different combinations of symbols depending on the push order and the timing of the stop operation, the present invention is not limited to this, and may be configured to stop different combinations of symbols depending on the push order and / or the timing of the stop operation.

[0169] (Special role type: BB1, BB2) Next, BB1 of lottery number 41 and BB2 of lottery number 45 will be explained.

[0170] BB1 and BB2 belong to the "special role type" and are defined as "push order doesn't matter role". This special role is a lottery target role related to the first type special role or the second type special role, and is a special game state transition trigger role that triggers a transition to a special game state such as a game state in which the lottery probability of a specific small role fluctuates to a high probability, or a game state (CB) in which the number of reel pull-in frames of one or more reels fluctuates within one frame (stops within 75ms). In this respect, it is different in nature from "general role types (small role types, replay role types)" which do not trigger a transition to a special game state.

[0171] The symbol combinations that are allowed to win when BB1 or BB2 is won are the symbol combination (BB1) of "Bell A (No. 4)" - "Upper Bullet" - "Lower Bullet" and the symbol combination (BB2) of "Upper Bullet" - "Lower Bullet" - "Bell A (No. 0)." In this embodiment, a stop symbol that presents a significant design is formed using consecutive specific symbols (upper bullet / lower bullet symbols). When BB1 stops on a valid winning line, an impactful stop symbol (a cannonball alignment) is displayed, such as three cannonball symbols lined up in a straight line. However, when BB2 stops on a valid winning line, a stop symbol that breaks down the "cannonball alignment" of BB1 (the right reel 5c shows a "cannonball broken" pattern, with the "cannonball symbol" shifted one frame upward) is displayed.

[0172] If BB1 or BB2 wins, the next game will transition to a bonus game that is advantageous to the player. During this bonus game, the probability of winning the common bell A (lottery number 27) increases, the average net increase in number of medals per game increases compared to other game states, and the player can acquire a large number of medals in a short period of time (see the column in BB in Figures 5A and 5B). In this embodiment, the bonus game performance differs between BB1 and BB2, and the profitability of the bonus game is set relatively higher for BB1 than for BB2. For example, BB1 ends with a first specified payout number (e.g., 146 medals), while BB2 ends with the payout of medals equal to or greater than a second specified payout number (e.g., 72 medals).

[0173] In addition, during the bonus game, a benefit lottery for awarding a benefit may be executed. For example, if BB1 and / or BB2 are won during the normal game, a "bonus AT lottery" having the same role as the AT lottery (Fig. 29A to Fig. 29C) is executed during the bonus game, and if it is won, it becomes an AT winning state, and it can be configured so that the right to transition to the main ART game (the transition to the main ART game) described later can be granted.

[0174] In addition, if BB1 and / or BB2 are won during the premonition game or preparatory ART game described below, which is the game state before the transition to the main ART game, during that bonus game, an additional lottery (see FIG. 31A described below) for the main ART game scheduled to be executed after the bonus game may be configured to be executable. Also, if BB1 and / or BB2 are won during the main ART game, an additional lottery (see FIG. 31A described below) for the remaining number of games in the main ART game may be configured to be executable.

[0175] In addition, the AT lottery and the additional lottery during the bonus game may use the lottery tables such as Figures 29A to 29C and Figures 31A to 31B described later, or a separate lottery table dedicated to the bonus game may be provided. In addition, the lottery execution conditions (lottery trigger role type) and lottery probability can be determined appropriately.

[0176] (About carrying over special roles) The special roles BB1 and BB2 mentioned above are defined as "carry-over roles" that allow the internal winning flag (bonus winning flag) to be carried over to the next game or later. Therefore, when a special role (BB1, BB2) is won, the bonus winning flag remains established (bonus carry-over state) for the game period until the symbol combination corresponding to the special role that won is won (BB internal winning game (BB internal)), and during this time, all BBs are excluded from the internal lottery. Note that during the BB internal winning, the game is under "RT4 game," in which the winning probability of a replay role is higher than in normal game (see the bonus internal winning game column in Figure 8 below).

[0177] On the other hand, general roles (minor roles and replay roles) other than special roles are defined as "non-carryover roles" whose winning flags cannot be carried over to the next game. For general roles, even during a BB internal win, an internal lottery is normally executed, and if a win occurs, the internal winning flag is set. Therefore, a "duplicate winning state" occurs in which the bonus win flag and the internal win flag of the general role are set simultaneously. In this case, the combination of symbols corresponding to which winning role will be awarded is determined based on a predetermined draw priority. In this embodiment, the priority order is "special role (BB) < minor role < replay role" (small role priority control). As a result, in a game in which a special role (BB1, BB2) and a general role are both awarded, the general role will be given priority in winning.

[0178] In this embodiment, there are multiple types of "overlapping BB roles" in which a special role is determined as a single winning role that does not overlap with other general roles, such as BB1 of lottery number 41 or BB2 of lottery number 45, and in which a special role and a specific general role can overlap and win, such as lottery numbers 42-44 and 46-48. When an overlapping BB role is determined as a winning role, the special role and the general role are placed in a winning status as a combination of symbols corresponding to the winning role. In this case, in the winning game, which winning role will be preferentially drawn onto the activated winning line is determined based on the drawing priority. In this embodiment, since the small role priority control is used, in the winning game, drawing control is first performed to prioritize the general role.

[0179] The above-described lottery target combinations, corresponding winning combinations, payouts, and combinations thereof are not particularly limited as long as they can achieve the purpose of the present invention. For example, the special combination may be one or more types, or the special combination may not be provided at all.

[0180] <Game format: Figure 8> Next, with reference to FIG. 8, the gaming format (game characteristics) of the slot machine according to this embodiment will be described.

[0181] The slot machine according to this embodiment is configured to be able to execute and control the basic game states, such as RT game (RT0 game to RT4 game described later), AT game (AT0 game to AT3 game described later), bonus game, etc. The RT game is the game state that is the basis for determining the winning combination to be selected (see Figures 5A and 5B), and by overlapping (simultaneously) generating the AT game in conjunction with this RT game, the so-called "ART game" is realized.

[0182] The main control unit 400 is equipped with various means for controlling the game state, such as an RT game control means for controlling RT game, an AT game control means for controlling AT game, and a bonus game control means for controlling bonus game, as functional units for controlling these game states.

[0183] The presentation control unit 410 also manages and controls the presentation mode (presentation side game state (presentation state)) corresponding to the game state managed by the main control unit (main control side game state). These presentation modes are managed in a manner that maintains consistency with the main control unit side game state, thereby realizing appropriate presentation related to the current game state. Details will be described later, but in this embodiment, various game states such as initial game, normal game, preparation ART game, main ART game, added-on specialized zone, and internal bonus winning game are realized as game states (internal game states) that combine the "RT game type (also referred to as "RT state")" as a basic game state and the "AT game type (hereinafter also referred to as "AT state")."

[0184] (About RT (Replay Time) Play) RT game refers to a "replay probability fluctuation state" in which the winning probability (replay probability) of a replay role involving replay fluctuates from a predetermined probability in a standard game state.

[0185] In this embodiment, as a reference gaming state, an RT0 game with the lowest replay probability (here, the total winning probability of replay winning types) is used as a reference. Compared with this RT0 game, RT games 1 to RT games 4 (replay high-probability lottery state) in which the replay probability fluctuates to a high probability are treated as the above replay probability fluctuation state. In the case of this embodiment, the relationship of the replay probabilities of each RT game is "RT0 game (low-probability RT game) < RT1 game (low-probability RT game) < RT4 game (during BB internal winning game (medium-probability RT game)) < RT2 game = RT3 game (high-probability RT game)" (see FIGS. 8 and 5A). The RT0 game and the RT1 game have substantially the same replay probability, and the RT2 game and the RT3 game have the same replay probability. Therefore, from the perspective of the appearance rate of replay winning types, it is difficult for the player to perceive the difference between the RT0 game and the RT1 game, and the difference between the RT2 game and the RT3 game. Note that the replay probabilities of each RT game may be different (for example, the relationship of RT0 game < RT1 game < RT4 game < RT2 game < RT3 game). Also, regarding the replay probability, the RT0 game and the RT game may be the same, or the RT2 game and the RT3 game may be substantially the same.

[0186] Each RT game is roughly classified into whether it is an RT game related to a non-BB internal winning game or an RT game related to a BB internal winning game (bonus carry-over state). In the case of this embodiment, the RT game types related to non-BB internal winning are RT0 game to RT3 game, and the RT game type related to during BB internal winning is RT4 game. Note that during non-BB internal winning and during BB internal winning, unlike the bonus game, it is defined as a "general gaming state" in which the internal lottery probability of small winning types cannot be changed.

[0187] (Regarding the AT game) AT play is a "bonus game state" in which information related to the lottery results of a winning combination can be notified in a predetermined notification manner (image display, sound, light, 7-segment display, etc.) using a presentation means (sub-notification means) and / or a display means (for example, payout number display 35: main notification means) controlled by the main control unit 400. "Information related to the lottery results of a winning combination" is mainly stop operation procedure information (assist information: information related to at least one of the push order and stop operation timing) to guide the winning of a specific symbol combination related to a winning combination (including advantageous winning combinations, unfavorable winning combinations, and other specific symbol combinations), and the notification manner (presentation manner) that notifies this information is called an "assist notification presentation (hereinafter abbreviated as "assist notification")."

[0188] Details will be given later, but in this embodiment, the internal gaming state (RT gaming + AT gaming (internal gaming state)) is a combination of the basic gaming states "RT gaming type" and "AT gaming type", that is, the gaming state seen as the gaming machine as a whole, and is configured to be able to control various gaming states such as initial gaming, normal gaming, gaming before transition to preparation ART, preparation ART gaming, this ART gaming, added-on specialized zone, and bonus internal winning gaming.

[0189] Furthermore, at least one of these game states (e.g., normal game) is further subdivided into multiple game states (e.g., "Hell mode," "Normal mode," "Heaven mode," and "Omen mode," as described below). These game states are managed as "game modes," which are game states separate from the basic game state, and processing related to these game modes is executed as necessary. This makes it possible to provide presentation modes related to multiple game modes, such as "Hell mode," "Normal mode," "Heaven mode," and "Omen mode," even within the same internal game state, e.g., normal game (RT1 game + AT0 game). In other words, even within the same game state (internal game state), presentations related to each of the multiple game modes can be displayed. As shown in FIG. 34, a number of "game modes" are provided. Note that FIG. 34 shows representative game modes of the gaming machine 1.

[0190] In addition, in the presentation mode according to this embodiment, a plurality of presentation modes such as the following (1) to (8) are provided in relation to the game mode shown in FIG. (1) "Hell presentation mode, normal presentation mode, heaven presentation mode, and premonition presentation mode" related to the initial game (initial game mode) and normal game (hell, normal, heaven, and premonition), (2) "Pre-ART transition performance mode" related to the pre-ART transition game, (3) "Preparation ART performance mode" related to preparation ART play, (4) "ART performance mode (non-battle performance mode)" related to this ART game, (5) "Continuous battle production mode" related to the continuous battle mode, (6) "Add-on specialized performance mode" related to the add-on specialized zone, (7) "Internal winning performance mode" related to the bonus internal winning game, (8) "Bonus presentation mode" related to bonus play.

[0191] The main control unit 400 manages the game status information such that it can identify the current basic game status (RT type, AT type), internal game status (RT type + AT type), and game mode (each game mode such as hell mode, normal mode, heaven mode, and premonition mode). This game status information is stored in a predetermined area of ​​the RAM 401b and is used as appropriate in processes that require information about the game status. This game status information is updated every time there is a change in the game status (basic game status, internal game status, game mode). This allows the main control unit 400 to grasp what the current game status is.

[0192] In addition, the main control unit 400 is configured to be able to transmit information capable of identifying the current game state to the performance control unit 410 for each game execution (see, for example, step S73 (ART-related command setting process) in FIG. 10B, step S90 (common process at the end of the game) in FIG. 10C, FIG. 15 (ART-related command setting process), FIG. 35, etc., which will be described later). This allows the performance control unit 410 to grasp the game state controlled by the main control unit 400, the timing of transition of the game state, etc.

[0193] The "game mode" can be considered as one aspect of the game state according to the present invention. Therefore, in this invention, the terms "game state transition," "game state change," or "game state update" do not necessarily refer to a transition (change) of the basic game state or the internal game state, but may also refer to a transition of the game mode. When referring to a game state in this invention, all of these terms can be considered to be included in the concept of the game state. Furthermore, whether the basic game state, the internal game state, or the game mode is meant can be determined appropriately depending on the relationship between the invention-specific matters of the claims. Hereinafter, for convenience of explanation, unless otherwise necessary, the basic game state, the internal game state, and the game mode will be treated as being on the same level, and will be referred to simply as the "game state."

[0194] Due to legal requirements, such as preventing fraudulent activities under the Entertainment and Amusement Act and preventing the provision of gaming machines that may significantly stimulate players' gambling tendencies (so-called "addiction prevention"), the initiation and termination of AT games are controlled by the "AT game control means," whose functional unit is the main control unit 400, rather than the performance control unit 410. This AT game control means is configured to control multiple game states related to assist notifications, including a "normal notification state (non-AT game)" under a state where assist notifications are prohibited (restricted) and a "profitable notification state (AT game)" under a state where assist notifications are permitted. The AT game includes multiple types of AT games, including AT1 to AT3 games described below, and the target and content of the assist notification may vary depending on which AT game is in progress. By implementing these multiple types of AT games and RT games, the various game states shown in Figure 8 are realized, increasing the flexibility of gameplay and improving the fun of the game.

[0195] * (Safety devices) The gaming machine according to this embodiment is also provided with a "safety device." This safety device is also called a "complete function," and as one of the above-mentioned "addiction prevention" measures, when the difference in number of coins measured by a predetermined method during a certain gaming period (for example, during business hours of a pachinko parlor on one day (from power-on to power-off)), reaches a predetermined activation number (hereinafter also referred to as the "safety device activation trigger number"), the gaming machine enters a state in which play cannot be performed thereafter (a special stop state) (see step S804 in FIG. 17B, FIG. 17D, and FIG. 17E, which will be described later).

[0196] In this embodiment, the difference in number of medals required for safety device activation (hereinafter also referred to as the "safety device activation difference") is measured by using the lowest number of medals when game results are obtained during a day's business as a reference point, and counting the increase in the number of medals from that reference point (the so-called "MY" value) as the "safety device activation difference" (MY count method). When this safety device activation difference reaches the "safety device activation trigger number" (e.g., 19,000 medals), the machine is controlled to a "game execution disabled state (special game stop state)." The "game execution disabled state" here refers to one aspect of the game stop state, and is a state in which game play cannot be started (safety device activated state) due to, for example, the inability to insert medals (detection by the medal detection sensor 7a is disabled (power supply to the blocker solenoid 7c is turned off)), the inability to place bets (detection of operation of the MAX BET switch 8a and 1 BET switch 9a is disabled), or the inability to accept operation of the start lever 11 (detection of operation of the start switch 11a is disabled). In any case, once the safety device is activated, it is impossible to play the game thereafter unless the activation is deactivated. Furthermore, once the safety device is activated, it cannot be deactivated unless a specific deactivation operation (for example, a setting change operation) is performed. In this respect, it differs from a simple stop state (normal stop state) that can be deactivated by a stop switch.

[0197] (Safety device activation effect) In addition, when the safety device is activated, a predetermined code (for example, "FF") is displayed using the payout number display unit 35 to notify the player that the safety device is activated (that a special stop state has been reached) until the activation is released, and a notification effect (safety device activation effect) is executed using one or more types of presentation means (safety device activation notification means).

[0198] (Safety device activation advance warning) Furthermore, the system may be configured to provide a safety device activation advance notification (safety device activation advance notification effect) that provides advance notification of the safety device's upcoming activation based on a predetermined notification trigger before the safety device is activated (safety device activation advance notification means). For example, if the difference in number of coins that triggers the activation of the safety device is 18,900, the system may be configured to provide advance notification that the safety device will soon be activated (e.g., a countdown display) when the current difference in number of coins reaches 18,900. Advance notification means may use, for example, a dedicated display to provide the notification, or a pre-notification effect may be used to display an advance notification effect (e.g., "The safety device will be activated soon," "The safety device will be activated when there are XX coins remaining (countdown display)," etc.). The difference in number that triggers activation may be determined based on an appropriate value, for example, a value that takes into account the average number of coins obtained during ART play or bonus play. For example, if the average net increase during bonus play is 300 coins, the number of coins that triggers the safety device to operate can be set to 18,700 coins (number of coins that trigger the safety device to operate - 300 coins = 18,700 coins), which is the average number minus the number of coins that triggers the safety device to operate (19,000 coins).In any case, the number of coins that triggers the safety device to operate should be set to a number that is at least smaller than the "number of coins that trigger the safety device to operate" (number of coins that trigger the safety device to operate - predetermined value = number of coins that trigger the safety device to operate), and the number of coins that triggers the safety device to operate should be set taking into consideration the ball output performance of the gaming machine, etc.

[0199] (About assist notification) As already explained, this embodiment provides multiple types of push-order-defined combinations. For example, with the Chance Bell and Push-Order Bell (lottery numbers 28-40), depending on the push order, advantageous symbol combinations (advantageous winning combinations), such as the middle bell with nine payouts, can be achieved. However, during non-AT play, even if these combinations are achieved, the player is not notified of the stop operation procedure information (push order information) that indicates the winning of the advantageous winning combination. Even if such information is provided, it is not provided during AT play, but merely as a one-off preview of the winning combination. Therefore, during non-AT play, the player is unable to obtain clues for winning the advantageous winning combination, making it difficult for the player to achieve the winning combination. Therefore, during non-AT play, the game progress is more disadvantageous to the player than during AT play.

[0200] In contrast, during AT play, information indicating the winning of a favorable winning combination is announced with a high or 100% probability, making it significantly easier to win. For example, if the player wins the "Push Order Bell 123A" lottery number 29, the player is not notified of the "1-coin bell (payout 1 coin)" of the unfavorable winning combination, but of the "middle bell (payout 9 coins)" of the favorable winning combination (in this example, the push order information is "left, middle, right"). If the player then stops the reel according to the information, they can win the high-paying middle bell. This results in a gaming state in which the average profit (base value) that a player can earn per game during AT play is higher than during non-AT play. Therefore, AT play is more advantageous to the player than non-AT play.

[0201] (Assist notification means) The above-mentioned assist notification is mainly displayed by the performance means (for example, the liquid crystal display device 6, the decorative lamp 13, the speaker 16, etc.) controlled by the performance control unit 410. However, in the present embodiment, the assist notification is generated by at least two notification means: the performance means and a specific display means (for example, the payout number display 35) controlled by the main control unit 400. Of the assist notification means, the notification means controlled by the main control unit 400 is referred to as the "main notification means," and the notification means controlled by the performance control unit 410 is referred to as the "sub-notification means." The reasons for using the main notification means and the sub-notification means to display the assist notification are as follows.

[0202] Traditionally, AT gameplay has been primarily controlled by the presentation control unit 410. However, in recent years, fraudulent practices have become widespread, not involving fraudulent or tampering with the main control board, but rather with peripheral boards such as the presentation control board 420, resulting in AT gameplay with specifications different from the gaming machine's original design, significantly altering the payout rate. For example, they may start an AT game with a number of games several dozen times longer than the original number of games, or force a player to win the AT lottery. Therefore, first, from the perspective of preventing fraudulent or tampering-resistant behavior, the AT game control function, which significantly affects the payout rate, is now handled by the main control unit 400, rather than the presentation control unit 410 as in the past. This prevents gaming machine designs that could affect the payout rate, so that tampering with electronic components mounted on peripheral boards other than the main control unit 400, which overall controls gaming operations (e.g., the game display board 390, the presentation control unit 410, etc.), will not affect the payout rate. Second, information that can execute an assist notification only on a peripheral board such as the performance control unit 410 (for example, information that can identify a winning role or stop operation procedure information related to a winning role: assist information) is not sent to the performance means. Third, in order to notify the outside that the main control unit 400 is controlling the execution of an assist notification, the main control unit 400 uses a main notification means to notify the outside world of the assist information (stop operation procedure information), and uses a performance means to display information that reflects the same or substantially the same content as the assist information, thereby implementing the first and second items above. From this perspective, in this embodiment, the assist notification means is configured to use a main notification means and a sub-notification means.

[0203] Furthermore, in this embodiment, if the main control unit 400 decides to execute an assist notification, it transmits assist information to the performance control unit 410, but if it decides not to execute an assist notification, it transmits non-execution information to the performance control unit 410 indicating that it will not send the assist information or will not execute the assist information. This causes the performance control unit 410 to notify the assist information in a dramatic manner, and realizes the assist notification in a predetermined performance format.

[0204] In this embodiment, the payout number display 35 is used as the main notification means, but there is no particular limitation as long as the notification means is capable of displaying an assist notification. For example, the inserted coin number display unit 30 (inserted coin number display LEDs 31, 32, 33) or the inserted medal display LED 36 (inserted medal display unit) may be used as the main notification means, or a display dedicated to the assist notification may be provided.

[0205] (Assist notification mode: Fig. 22, Fig. 23A to Fig. 23B) The above-mentioned assist notification may have different notification contents depending on the predetermined notification conditions, even if the same winning combination is determined. In other words, the content does not necessarily lead the player to win a specific symbol combination (for example, a favorable winning combination). For example, if 7 Replay (lottery number 16) is won, an assist notification (main notification) for "7 Replay" will be executed under specific notification conditions, but an assist notification (false notification) for normal Replay will be executed under conditions other than the specific notification conditions.

[0206] Furthermore, the "assist notification" generally only presents the player with assist information (mainly information regarding the push order in this embodiment), without accompanying winning role information that could identify the winning role. This is because if the winning role were revealed, the player, who knows the push order assignment without being notified, would be able to determine the push order for the advantageous or unfavorable winning role. This could lead to the player intentionally refusing the assist notification, resulting in unexpected gains or an unintended transition in the game state. Therefore, when an assist notification is displayed, at least the winning role information is kept secret (in the case of a secondary notification means, a presentation including an assist notification). For example, when the RT3 transition lip 1XX (lottery number 11) is won and when the push order bell 213A (lottery number 33) is won, only the display (notification) content regarding the push order is different, and the presentation itself is the same or very similar. In this way, an assist notification that conceals at least the winning role information is called a "concealed role assist notification." It should be noted that although information that could reveal the winning role is not announced, a notification mode (role category assist notification) that reveals the role category to which the winning role belongs, such as a special role type, a small role type, or a replay role type, may be displayed. For example, if the winning role this time is a replay type, the background image and assist display image can be in a "blue" based presentation mode, and if it is a push-order bell type, the background image and assist display image can be in a "yellow" based presentation mode.

[0207] Of course, if there is no problem in announcing the winning role information, the winning role information and the push order information may be displayed overlappingly (role type assist notification). For example, if a "7 Replay" is won, the push order display "first stop right" and the winning role information display "Aim for 7 (instructs all reels to stop with a red 7 symbol)" may be displayed simultaneously or overlappingly, such as "← Aim for 7 (first stop right, instructs all reels to stop with a 7 Replay symbol)" (see Figure 22). In this case, the display of "Aim for 7" indirectly suggests that the winning role type is "7 Replay." However, depending on the notification conditions, the message "Aim for 7!" may be displayed, but an assist notification (false notification) targeting a 7 Replay fake or a regular Replay may also be executed (fake role type assist notification). Assist notifications may also be executed even for roles that do not require a specific push order. For example, if a common bell A or common bell B is won, a predetermined push order may be announced.

[0208] In any case, if an assist notification occurs, the game may develop to the player's advantage, so the player will actively follow the contents of the assist notification.

[0209] (Assist notification control means) The content of the assist notification is controlled by the "assist notification control means" of the main control unit 400. Regarding the assist notification control, when AT play is in progress, the main control unit 400 transmits information enabling the execution of an assist notification to the presentation control unit 410 based on winning combination information for the current game. For example, when non-AT play is in progress, if any of the push-order bells (lottery numbers 28-40) wins, the main control unit 400 transmits a presentation control command to the presentation control unit 410 containing winning combination information (non-specific information) that does not identify which push-order bell has won. Meanwhile, when AT play is in progress, the main control unit 400 transmits a command to the presentation control unit 410 containing winning combination information unique to each push-order bell, i.e., winning combination information that identifies which push-order bell has won. In this case, when non-specific information is received, the presentation control unit 410 cannot identify the winning push-order bell and therefore cannot execute the correct assist notification (notification of the middle bell winning procedure). However, when specific information is received, the presentation control unit 410 can issue the correct assist notification. Therefore, the assist notification is enabled only when AT play is in progress.

[0210] In this embodiment, the AT game has multiple types of AT games (AT1 game to AT3 game), and the main control unit 400 (assist notification control means) is configured to be able to determine the desired assist notification content (assist information) based on the "winning information setting table" shown in Figures 23A and 23B.

[0211] In the winning information setting table, the "instruction monitor number" shown in the "instruction monitor number" column in Figures 23A and 23B is defined as data relating to the content of the assist notification in association with the game state (here, the AT state (the AT state may be identified by the game mode)) and the type of winning role. The main control unit 400 controls the display of an assist notification corresponding to the above "instruction monitor number" on the main notification means (the payout number display 35), and the performance control unit 410 controls the display of an assist notification corresponding to the "instruction monitor number" on the secondary notification means (for example, the liquid crystal display device 6), making it possible to execute an assist notification by the main / secondary notification means.

[0212] In this embodiment, the content of the assist notification (assist information (press order information)) corresponding to each of the instruction monitor numbers 1 to 8 in Figures 23A and 23B is as follows: instruction monitor number "1" indicates the press order "123," instruction monitor number "2" indicates the press order "132," instruction monitor number "3" indicates the press order "213," instruction monitor number "4" indicates the press order "231," instruction monitor number "5" indicates the press order "312," instruction monitor number "6" indicates the press order "321," instruction monitor number "7" indicates "← Aim for 7," and instruction monitor number "8" indicates "← Aim for BAR." In the main notification means and the sub notification means, the assist information specified by the instruction monitor number is announced as an assist notification. However, in the case of instruction monitor number "0," the assist notification is not executed, and no assist information is announced by the main notification means or the sub notification means.

[0213] In addition, when the push order is "1XX", "2XX", "3XX", etc., it is sufficient to be able to indicate which reel the first stop is. For example, when the push order is "1XX", it is sufficient to assign the instruction monitor number "1" corresponding to the push order "123" or the instruction monitor number "2" corresponding to the push order "132". In this embodiment, "1XX" is assigned the instruction monitor number "1" of the push order "132", "2XX" is assigned the instruction monitor number "3" of the push order "213", and "3XX" is assigned the instruction monitor number "3" of the push order "312".

[0214] (Example of assist notification display) 22 shows a typical example of the display of the assist notification on the payout number display 35 (main notification means) and the liquid crystal display device 6 (sub-control means). For example, the case where the current game state is a game state involving AT1 game (for example, preparation ART game) and the winning combination of this game is "RT2 transition lip 123" will be explained as an example. Referring to the winning information setting table of FIG. 23A, the "command monitor number" corresponding to "AT1, RT2 transition lip 123" in the table is "1", so the main control unit 400 displays "1" indicating the assist information (push order information) of "123" on the payout number display 35, and sends a "command monitor number command" including at least command monitor number information that can identify the command monitor number as a performance control command to the performance control unit 410 (see step S112 of FIG. 11 described later). The performance control unit 410 receives the command monitor number command and, for example, causes the liquid crystal display device 6 to display an assist notification with the push order "123" as the command content. In this embodiment, in addition to the above-mentioned "command monitor number command," a "winning role conversion information command" including winning role information is also sent (see step S113 in the internal lottery process in Figure 11 described later). This winning role conversion information command is used when determining the performance scenario during one game.

[0215] It should be noted that, as the first stop to the third stop are performed, the display mode at the start of the assist notification may be continued, but the display mode after the operation of the stop button 12 may be a different display mode from the display mode at the start of the assist notification, as long as it does not lose its function as an assist notification, that is, a display mode that allows the reel to be identified that will be stopped next. For example, in the case where "123" is displayed on the liquid crystal display device 6 as in the above case, the display mode may be such that "123" is displayed before the first stop operation, "*23" (a display that allows at least the second stop to be identified) after the first stop operation, and "**3" (a display that allows at least the next third stop to be identified) after the second stop operation.

[0216] (Game status: Figure 8) Next, various game states according to this embodiment will be described with reference to Fig. 8. Fig. 8 is a game state transition diagram showing the contents of the main game states and an overview of the transition patterns between game states. To facilitate understanding of the present invention, we will first explain an overview of the transition control between each game state, focusing on game states that are closely related to the present invention. In the following, for ease of explanation, a game state (game zone) in which the occurrence of an assist notification is not permitted will be referred to as a "non-AT game (zone not having the performance related to the instruction function: assist notification non-permitted state)", and a game state (game zone) in which the occurrence of an assist notification is permitted will be referred to as a "favorable zone (zone having the performance related to the instruction function (assist notification permitted state: AT0 game to AT3 game described below)". In the non-favorable zone of this embodiment, the assist notification is not permitted, but the transition process to the favorable zone (favorable zone transition lottery) is permitted. In addition, in the favorable zone, the assist notification is permitted state and / or the AT lottery is permitted state. Furthermore, in this specification, unless otherwise necessary, it will be explained that when an assist notification occurs, the player will comply with it.

[0217] In this embodiment, when a RAM clear is performed by a setting change operation or a bonus game is executed, the game starts in the initial game state, "initial game (RT0 game + non-AT game)." This initial game is a non-advantageous zone, and in this embodiment, the initial game is a game state in which no AT lottery is performed and no assist notification is performed. Therefore, during the initial game, even if a relatively high-probability push-order bell type (lottery numbers 29 to 40) is won, the assist notification of the "middle bell" on the advantageous winning side (hereinafter also referred to as "middle bell navigation") does not occur, making it difficult to press the button correctly, and bell overflow may win with a high probability (see Figures 5B and 6C). In this embodiment, when the bell overflow stops (wins), a game state transition occurs, and the current RT0 game is switched to RT1 game. Furthermore, if a small winning combination (lottery number 20-40) is won during the initial game, a transition lottery to the advantageous zone (advantageous zone transition lottery) is executed. During the initial game, this transition lottery is won 100% and the next game will transition to the advantageous zone (from non-AT game to AT0 game). In other words, from the initial game (RT0 game + non-AT game), there is a very high probability of transition to RT1 game and AT0 game, and the game state of the gaming machine as a whole will transition to "RT1 game + AT0 game" (normal game). In this way, the transition from the initial game to normal game (a game state with an advantageous zone) will occur in a relatively short number of games. Such "advantageous zone" and "non-advantageous zone" can be treated as one aspect of the game state or game mode.

[0218] The lottery for moving to the advantageous zone can be configured to be executable when at least one specific role (or all roles) is won. The winning probability can also be determined appropriately. When all roles are targeted, it is possible to create a gameplay in which the move to the advantageous zone can be made in one to several games.

[0219] The above-mentioned "advantageous period" will end when either of the following conditions 1 or 2 is met. (Condition 1) Regardless of the state of the instruction function (assist notification), RT, inside BB, or operation of a special device, the current advantageous zone will end when the result of a predetermined number of games is obtained (a predetermined number of games has been played). The number of games that serves as the end condition is, for example, 3,000 games. (Condition 2) The current advantageous zone is ended based on the difference in the number of coins during the advantageous zone ("total number of coins out (total number of coins paid out) - total number of coins in (total number of coins inserted)"). Details of the conditions for ending the advantageous zone based on this "difference in the number of coins during the advantageous zone" will be described later, but one example is when "the increase in the number of gaming medals from the reference point when the gaming media (gaming medals, etc.) was the smallest when the game result was obtained during one advantageous zone exceeds a predetermined number that does not exceed the upper limit (in other words, when "MY" during one advantageous zone exceeds the upper limit)" (MY count ending mode (ending mode using the MY count method)).

[0220] The above-mentioned "increase in the number of gaming medals from the reference point at which the gaming media (gaming medals, etc.) was at its lowest when the gaming result was obtained" refers to the maximum difference in the number of gaming medals that can be calculated from the number of gaming medals paid out and the number of gaming medals inserted during a certain gaming period (for example, in the case of a single day of business, from when the gaming machine is powered on until it is powered off), and this maximum difference in the number of gaming medals is also referred to as "MY." For example, during a favorable zone, when a total of 3000 games have been played, if the 500th game is the game in which the player has lost the most game medals, in other words, the game in which the player has lost the most, and the loss at this time is "-1000 medals", then the player enters ART play from the next game (the 501st game), and thereafter the game medals continue to increase steadily, and the game medals increase the most in the 1000th game, and the game medals won by the player at this time are "1000 medals (+1000 medals)", then the difference in medals between the "-1000 medals" in the 500th game and the "+1000 medals" in the 1000th game, "+2000 medals", will be calculated as the above "MY" value.

[0221] In the example above, if the number of game medals decreases by 500 from the "+1000" state at the 1000th game to the 1200th game (the player's current number of game medals is "+500") and then increases by 700 by the 1500th game (the player's current number of game medals is "+1200"), this 1500th game will be the game in which the number of game medals increased the most, and the MY value will be calculated as the difference between the "-1000" and "+1200" numbers at the 500th game when the number of game medals decreased the most, i.e., "+2200." Thus, the MY value itself does not have a negative concept, and the calculated value is always a single value. The upper limit (MY) in the advantageous zone is an appropriate value that takes into account the gambling nature of the gaming machine (such as preventing addiction), such as "MY2400."

[0222] Although the details will be explained later, the calculation of the "difference in number of sheets during the advantageous period" for determining the end of the advantageous period can adopt the "difference number count end form (end form by the difference number count method)" described below, rather than adopting the above-mentioned "MY count end form." In the case of this embodiment, this "difference number count end form" is adopted.

[0223] When entering the advantageous zone, it will end when one of the following conditions is met: the regulated number of games (3000 games) has been played, or MY has exceeded the specified number of coins (2400 coins). Note that the number of games played during the game period from when the BB win occurred until the BB win or during bonus play may be excluded from the count of the number of games played (number of games executed) in the advantageous zone.

[0224] In this embodiment, after transitioning from the initial game (non-advantageous zone) to the normal game (normal game under the advantageous zone), the game will not transition back to the initial game (non-advantageous zone) until the advantageous zone termination conditions are met. Therefore, the game basically follows a game route that cycles through the normal game, the preparation ART game, and the main ART game (RT1 game to RT3 game, AT0 to A2 game). If the advantageous zone termination conditions are not met when the bonus game and / or ART game ends, a lottery for transitioning to the initial game (a lottery for the advantageous zone continuation termination) may be executed. In this case, the advantageous zone continues based on a predetermined continuation probability. The continuation probability may, for example, vary depending on each setting value (e.g., 40% to 60% for settings 1 to 6), vary depending on some setting values ​​(e.g., 50% for settings 1 to 3, 60% for settings 4 and 5, 65% for setting 6), or be a constant probability regardless of the setting value (e.g., 65%).

[0225] During normal play in this embodiment, an AT lottery (see Figures 29A to 29C) is executed, as described below. If you win this AT lottery, you can acquire the right to transition to the ART game (pseudo bonus) (the ART game transition conditions are met). Normal play includes multiple game modes, such as "Hell mode (low probability of AT lottery)," "Normal mode (normal AT lottery)," and "Heaven mode AT lottery high probability," which have different degrees of advantage in the AT lottery, with the advantage increasing in this order. During normal play, it is possible to switch between these three modes (see Figures 28A to 28D, as described below).

[0226] During normal play, even though the game is in a favorable zone, winning the AT lottery is one of the conditions for executing an assist notification. During normal play, assist notifications can be suppressed altogether, or the notification probability can be set to a low probability. In this case, the assist notification probability can be set to an extremely low probability (e.g., 1 / 65536) or 0% (effectively "AT0 play (non-AT play)"), or the assist notification probability can be set to a lower probability than at least one of the other AT games (e.g., AT1 game). Furthermore, during AT0 play, an assist notification may be configured to be executable only if at least one specific combination is won. Since such AT0 play is an AT game related to normal play, it offers a lower degree of advantage (profit) to the player than other AT games. In other words, the degree of advantage to the player is equal to or greater than that of the initial game, but is at least lower than that of other game states. Specifically, the relationship is "initial play ≦ (or <) normal play < preparation ART, main ART, added specialized zone, etc."

[0227] If you win the AT lottery during normal mode, you will enter the AT winning state and will transition to premonition mode (premonition game state) until a predetermined number of games (for example, 5 to 32 games) are played. When this premonition mode ends, the "promotion replay notification condition" that allows the occurrence of assist notifications for RT2 transition replays and RT3 transition replays to transition to this ART game is established, and if you win the RT2 transition replay type (lottery number 2 to 7), the push order for the RT2 transition replay will be announced as an assist (RT2 transition replay navigation), and if you win the RT2 transition replay according to this, you will transition to "preparation ART game (RT2 game + AT1 game)".

[0228] Next, if you win the "RT3 Promotion Replay Type (lottery number 11 to 15)" during the preparation ART game, you will be assisted with the order in which to press the "RT3 Promotion Replay" (RT3 Promotion Replay Navi), and if you follow this and win the RT3 Promotion Replay, you will be transferred to this ART game (pseudo bonus) from the next game.

[0229] In addition, if you win the RT1 fall replay type (lottery numbers 8 to 10) during preparation ART play, a 'normal replay' assist notification (normal replay navigation) will occur, preventing you from falling into RT1 play. Also, if you win the chance bell or push order bell type (lottery numbers 28 to 40), a 'middle bell navigation' will occur. This makes it possible to transition to 'main ART play (RT3 play + AT2 play)' (pseudo bonus) during preparation ART play without losing as many game medals as possible.

[0230] During this ART game, a high-profit state occurs in which assist notifications occur frequently, and the probability of winning the RT1 fall-off type is lower than in the preparation ART game (in this embodiment, it is excluded from the lottery (the probability of winning is zero)) (see the "RT2" and "RT3" columns in Figure 5). Therefore, this ART game is a game state that is more advantageous to the player than the preparation ART game, in that the possibility of falling into RT1 game is relatively low, that is, it is the game state that is most advantageous to the player among the general game states. As will be described in more detail later, this ART game is usually terminated when a predetermined number of games (the number of ART games and the number of continuous battle games (7 games)) have been consumed.

[0231] During this ART game, it is possible to transition to the "Add-on Special Zone (RT3 game + AT3 game)". During this Add-on Special Zone, a more advantageous add-on lottery (a lottery that extends the number of ART games) than during this ART game is executed, making it easier to add on the number of ART games, creating a special gaming state (see Figures 31A and 31B).

[0232] As described above, the transition of the game state is, in short, when a predetermined promotion transition condition is met, the game state is promoted to a game state that is relatively more advantageous to the player than the current game state, and when a predetermined downgrade transition condition is met, the game state is transitioned from the advantageous game state to a game state that is disadvantageous to the player. In this embodiment, the relationship of the degree of benefit received by the player is "initial game < normal game < preparation ART game < main ART game ≦ add-on specialization zone." In addition, with the transition of the game state, the presentation mode is also transitioned to a presentation mode corresponding to the transition destination game state.

[0233] In order to make it difficult or impossible to determine which game state the player is in between the initial game (non-advantageous zone) and the normal game (advantageous zone), the initial game can be transitioned to a presentation mode that has the same or substantially the same presentation as the presentation mode for the normal game (at least one of the game modes of hell mode, normal mode, and heaven mode). Note that since the initial game is in the non-advantageous zone, the actual presentation mode for the initial game is the "fake presentation mode" for the normal game, but in this embodiment, the "normal presentation mode" that is the same as the normal mode is adopted.

[0234] The following provides a detailed explanation of the "normal game," "preparatory ART game," "main ART game," and "add-on specialized zone," which are closely related to the present invention.

[0235] (Normal play: RT1 play + AT0 play) First, we will explain the "normal game (RT1 game + AT0 game)".

[0236] The "normal game" is a game state in which the replay probability is approximately the same as that of the initial game, but it is a game state in the advantageous zone. In this embodiment, in the normal game, the player mainly enjoys the game by paying attention to whether or not they win the "AT lottery", which is the right to transition to the ART game (the right to execute the ART).

[0237] (About AT lottery status) As already explained, normal play has three game states with different degrees of advantage in the AT lottery: "Hell mode," "Normal mode," and "Heaven mode," and the player basically moves back and forth between these three modes. The transition control of each mode is performed by the main control unit 400 based on the results of the AT lottery state transition lottery (mode transition lottery). This AT lottery state transition lottery is executed using the "AT lottery state transition lottery table" shown in Figures 28A to 28D.

[0238] (AT lottery state transition lottery table: Figures 28A to 28D) Figures 28A to 28D show AT lottery state transition lottery tables according to this embodiment. Figures 28A and 28B are transition lottery tables for mode promotion, with Figure 28A being the AT lottery state transition lottery table (for mode promotion) used in hell mode, and Figure 28B being the AT lottery state transition lottery table (for mode promotion) used in normal mode. Figures 28C and 28D are transition lottery tables for mode downgrade, with Figure 28C being the AT lottery state transition table (for mode downgrade) used in normal mode, and Figure 28D being the AT lottery state transition lottery table (for mode downgrade) used in heaven mode.

[0239] As shown in the AT lottery state transition tables of Figures 28A to 28D above, the transition lottery probability is determined according to the game state and specific winning role type (transition lottery trigger role type (winning role type grouped together by role group number described below)).In detail, each AT lottery state transition table stores a data identifier with a leading byte length, followed by a series of 1-byte length lottery values.

[0240] The numerical values ​​shown in the cells in the figures (in the promotion and fall columns) are the number of areas occupied by the judgment value (winning area) relative to the size of the lottery area (256), and "judgment value / size of lottery area" is the lottery probability (winning probability). The fact that "lottery probability = judgment value / size of lottery area" also applies to Figures 29A to 29C, 30, 31A to 31B, 37A to 37C, 38A to 38B, etc., which will be described later.

[0241] In this embodiment, the promotion transition is made in stages in the order of "Hell mode → Normal mode → Heaven mode" (see Figures 28A, 28B, and 8). The downgrade transition is made from Normal mode to Hell mode (Normal mode → Hell mode), and from Heaven mode to Normal mode or Hell mode (Heaven mode → Normal mode or Hell mode) (see Figures 28C, 28D, and 8). By allowing players to move back and forth between each game mode, the excitement during normal gameplay is enhanced. Furthermore, the appearance rate of one or more specific effects varies depending on the presentation mode corresponding to Hell, Normal, and Heaven, giving players an element of guessing the current game mode and increasing their anticipation for winning the AT lottery. In this embodiment, the presentation is made so that it is impossible or difficult to guess the current game mode just by observing the background display in each of the Hell, Normal, and Heaven presentation modes. Therefore, the current game mode can be guessed based on the appearance rate of the specific effects and other presentation aspects.

[0242] Regarding the promotion transition lottery, in the case of the bell-type winning role, Chance Bell (group number 14) or Push Order Bell Type (group number 15), the promotion transition lottery is executed when the push order is correct, that is, when the "middle bell" is won, and in the case of other lottery trigger roles, the transition lottery is executed at the start of the game (see the notes section in Figures 28A and 28B, the ART-related branching processing in step S72 in Figure 10B, the difference address table in Figure 26, steps S713 to S715 in Figure 14A, etc.).

[0243] In addition, the fall transition lottery is triggered by the winning of a normal replay (normal replay (lottery number 1), RT2 transition replay type, RT1 fall replay type, RT3 promotion replay type (lottery numbers 1 to 15)) (see the remarks column in Figures 28C and 28D). This prevents excessive opportunities for state transition lotteries from being granted.

[0244] (Regarding lottery processing during ART-related processing at the end and start of the game) Details will be described later, but in the case of processing that requires information on the game result (the game result after all reels have stopped), such as a downgrade transition lottery due to a replay win or a promotion transition lottery triggered by a bell-type winning role (when the push order is correct), branch processing B (steps S85 to S87) in Figure 10C described later is executed in ART-related processing (branch processing at the end of the game (status-related processing) step S87) that branches depending on the game status. On the other hand, in the case of processing that does not require the game result, such as a downgrade transition lottery or promotion transition lottery that uses an internal lottery result (internal winning flag, etc.), branch processing A (steps S70 to S72) in Figure 10B described later is executed in ART-related processing (branch processing at the start of the game (status-related processing) step S72) that branches depending on the game status.

[0245] For example, if a game result is required, branch processing B (see Figure 10C) executed after all reels have stopped executes a transition lottery process to the general intermediate processing (steps S713 to S715 in Figure 14A) that serves as the branch destination, and if a game result is not required, branch processing A (see Figure 10B) executed before all reels have stopped executes a similar transition lottery process to the general intermediate processing (steps S713 to S715 in Figure 14A) that serves as the branch destination (lottery process that is common at the start and end of the game).

[0246] That is, a first control process execution means for executing a first control process (general process at the start of a game (FIG. 14A)) including a lottery process related to the control of a specific game state (for example, the promotion transition lottery in FIGS. 28A and 28B) in response to the operation of the starting means; a second control process execution means for executing a second control process (a general process (not shown) at the end of a game) including a lottery process (for example, a fall transition lottery in FIGS. 28C and 28D) related to control of a specific game state when the game result is derived and displayed; The lottery process in the first control process and the lottery process in the second control process can be configured by a common lottery process (for example, the lottery process in step S714 in FIG. 14A, the details of which are shown in FIG. 14B). The relationship between the first control process and the second control process described above can be similarly applied to the AT lottery and the additional lottery (see Figures 29A to 29C, Figures 31A to 31B, and the remarks column of each figure on the right). Note that the type of AT lottery state transition lottery trigger role and its lottery probability can be changed appropriately depending on the gameplay.

[0247] (AT lottery) Moreover, the above-mentioned "AT lottery" is executed on the main control unit 400 side by using the "AT lottery table" shown in Figs. 29A to 29C.

[0248] (AT lottery table: Figure 29A to Figure 29C) 29A to 29C show AT lottery tables according to this embodiment. Figures 29A to 29C illustrate examples of AT lottery tables used in the hell mode, normal mode, and heaven mode, respectively.

[0249] As shown in the figure, the AT lottery table defines the AT lottery probability according to the game state and the type of specific winning role (type of AT lottery trigger role). The basic configuration of the AT lottery table is the same as the AT lottery state transition lottery table in Figures 28A to 28D. Although details will be described later, if the judgment value in the AT lottery table is "77", it is processed as "winning" without performing a comparison judgment process with the lottery random number value (see the judgment process of step S753 in Figure 14B described later). In the AT lottery tables in Figures 29A to 29B (for Hell mode and normal mode), the strongest cherry has a judgment value of "77", and in the AT lottery table in Figure 29C (for Heaven mode), the strong cherry and the strongest cherry have a judgment value of "77".

[0250] (Regarding role group numbers: Figure 23A, Figure 23B) Here, in various lotteries including the AT lottery state transition lottery, AT lottery, and additional lottery (see Figures 28A-28D, 29A-29C, and Figures 30 and 31A-31B described below), the lottery is not conducted according to the type of winning role (lottery trigger role) itself, but rather the lottery is conducted using "role group numbers (see Figures 23A and 23B)" which group the roles to be selected in consideration of the properties and performance of the roles. In short, each role is grouped based on its properties and performance, and this group is treated as corresponding to the winning role and is used when conducting various lotteries. This has the following advantages.

[0251] The main control unit 400 is responsible for controlling the basic game state, game modes further subdividing the basic game state, spin / stop control of the reel, and assist notification control. Furthermore, to enhance gameplay, a wide variety of role configurations are required. This increases the control burden on the main control unit 400. Therefore, in this embodiment, grouping is performed based on the characteristics and performance of the roles, and "role group numbers" classified into a number of types less than the actual number of winning roles are treated as equivalent to winning roles, and the AT lottery state transition lottery and AT lottery are executed. In this way, even if a large number of lottery trigger roles are provided, there is no need to randomly set lottery probability data for all of those roles. This contributes to reducing the program and the lottery processing load, thereby reducing the control burden on the main control unit 400.

[0252] The above-mentioned method of 'grouping' may differ depending on the type of lottery to be used, the game characteristics, etc., but the following points can be mainly taken into consideration. For example, "the relationship of the payout (for example, the importance of the game value, whether it is a feature that imparts a common game value, whether the game value fluctuates depending on the game state, etc.)", "Which category of replay role, small role, or special role does the role belong to?", "Is it a role that belongs to a role that does not matter in push order (small role that does not matter in push order, re-play role that does not matter in push order), or a role that belongs to a role that specifies in push order (specified small role that specifies in push order, re-play role that specifies in push order)?", etc. In the present embodiment, the groups are as follows. (A) Loser (lottery number 0) is "Hand Group Number 0", (B) Normal replay, RT2 transition replay type, RT1 fall replay type and RT3 promotion replay type (lottery number 1 to 15) are "role group number 1", (C) 7 Replay ~ BAR Repfake (lottery numbers 16-19) are "role group numbers 2-5" (D) Weak Chance 1 to Strongest Cherry (lottery numbers 20 to 26) are "Hand Group Numbers 6 to 12" respectively, (E) Common Bell A is "Hand Group Number 13", (F) Chance Bell is "Role Group Number 14", (G) The push order bell type is "Hand group number 15", (E) The special role type is "role group number 16", Something like this.

[0253] Of course, it is not necessary to group winning roles like the role group number, and a lottery based on the winning role itself (for example, various lotteries such as AT lotteries and additional lotteries) may be held. Also, the role group number may be used only for specific lotteries (for example, only for additional lotteries). It is possible to appropriately select whether or not to use the role group number, and in which lotteries the role group number should be used.

[0254] Returning to the explanation of the AT lottery tables in Figures 29A to 29C, in this embodiment, for specific winning roles, the AT lottery is executed at the start of the game (after the winning role is determined), but for other specific winning roles, the AT lottery is executed at the end of the game (when the game result is derived (after all reels have stopped)). For example, for winning roles belonging to role groups 1 to 13, the AT lottery is executed at the start of the game, and for some of the bell-type winning roles of group number 14, chance bell (lottery number 28), and push order bell type (lottery numbers 29 to 40), the AT lottery is executed at the end of the game.

[0255] In this embodiment, in the case of a specific pressing order prescribed combination, an AT lottery is executed when the pressing order is correct. For example, an AT lottery is executed only when a "middle bell" is won (see the remarks column in Figures 29A to 29C). This prevents excessive AT lottery opportunities from being granted. In this way, depending on the characteristics of the winning combination, an AT lottery is executed at the start of the game or at the end of the game (derivation of the game result), thereby improving the game's appeal (the same applies to the additional lottery in Figures 31A and 31B).

[0256] Furthermore, if the premium role "Strongest Cherry" is won, regardless of the game mode, the AT lottery will be won (AT win guaranteed). However, if Strongest Cherry is won, in addition to the AT win (first benefit), a benefit related to the ART game (second benefit) may be awarded. Benefits related to the ART game include, for example, preferential treatment of the number of ART games. The number of ART games is usually 40 games per set, but if the player transitions to the ART game after winning Strongest Cherry, the player can start with two sets (80 games), or the ART game can start with one or more stocks that confirm the continuation of the set related to the ART game, as described below. The type of AT lottery trigger role and its probability of winning can be changed as appropriate depending on the gameplay.

[0257] In addition, if a duplicate BB role (lottery numbers 42-44, 46-48) is won, an AT lottery will be held corresponding to the general role type that is the duplicate win. For example, in the case of lottery number 43, "BB1 + Strong Chance", an AT lottery will be held for the Strong Chance. If the AT lottery is won, a transition to this ART game is guaranteed after the bonus game with BB1 ends. For duplicate BB roles (general role type + BB), the game value (payout, AT lottery, additional lottery, etc.) will be awarded when the duplicate general role type is won, and the bonus game with BB will also be awarded.

[0258] (Modification of game mode related to normal game) In this embodiment, three game modes are provided during normal play: hell mode, normal mode, and heaven mode, and the ART game mode is switched between these game modes by AT lottery. However, the present invention is not limited to this, and can be configured as follows, for example.

[0259] (1. Ceiling function) During normal play in the advantageous zone, if a predetermined number of games are lost without winning the AT lottery, the player can enter an AT winning state (forced AT winning). For example, if a predetermined number of games (e.g., 777 games) are played without winning the AT lottery during normal play, the player can enter an AT winning state. In this case, these 777 games become the so-called "ceiling game number," and from the next game (the 778th game), the player can transition to the "premonition mode" described below. Note that the player may also transition to the "preparation ART transition play" described below without going through the premonition mode.

[0260] (2. Periodic lottery ceiling function) Also, if the periodic lottery is skipped multiple times (AT lottery miss), the AT may be forcibly won. For example, if the first periodic lottery (200th game) is a miss, and the second periodic lottery (400th game) is a miss, the third periodic lottery (600th game) may be forcibly won. In this case, the third 600 games will function as the ceiling game.

[0261] (3. Chance Mode) Furthermore, if a predetermined number of games (e.g., 200 games) are played during normal play without winning the AT lottery, the game may be configured to transition to a specific game mode (AT lottery preferential mode, hereinafter also referred to as "chance mode") in which the AT lottery is favored from the next game. Specifically, this configuration allows for a so-called "periodic lottery," in which the game may periodically transition to a game mode in which the AT lottery is favored. From the perspective of functioning as a game mode that can transition to a high-profit state such as this ART game with a high probability, the chance mode is preferably a game mode in which the AT lottery is favored at least more than Hell or normal mode. For example, the specific game mode may be "Heaven mode," or it may be "Super Heaven mode (the game mode with the highest advantage in terms of AT lottery)," which has a higher probability of winning the AT than Heaven mode. The game may be configured to transition to chance mode when a periodic lottery trigger (in this example, 200 games played) arrives. When the chance mode is set as a dedicated game mode, an AT lottery table having the same basic configuration as the normal AT lottery table (Fig. 29A to Fig. 29C) is separately provided, and the AT lottery can be executed based on this. The types of AT lottery trigger roles in the chance mode, the probability of winning the transition, etc. can be determined as appropriate.

[0262] In addition, when transitioning to the chance mode, the transition may be made by a predetermined lottery. For example, a transition lottery may be performed using an AT lottery state transition lottery table (any of Figures 28A to 28B), or a transition lottery table having the same basic configuration as Figures 28A to 28B may be separately provided and the transition lottery may be performed based on this. In addition, the type of transition lottery trigger to the chance mode and the probability of winning the transition may be determined appropriately.

[0263] (4. Pullback mode (chance mode after specific game ends)) After a specific game state ends, for example, after the ART game ends or after a bonus game ends, a transition to a specific game mode with favorable AT lottery, such as the chance mode described above, can be made. Such a game mode is also called a "pullback mode (pullback zone)" because it facilitates re-transition to the ART game. The pullback mode may be the chance mode or super heaven mode described above, the existing heaven mode, or a dedicated game mode. Furthermore, from the perspective of functioning as a game mode that allows re-transition to a high-profit state such as the ART game, it is preferable that the pullback mode be a game mode that favors AT lottery at least more than hell or normal mode. During the pullback mode, a separate AT lottery table with the same basic configuration as the normal AT lottery table (Figures 29A-29C) is provided, and the AT lottery can be performed based on this. The types of AT lottery triggers and the probability of winning during the pullback mode can be determined as appropriate.

[0264] In addition, when transitioning to the pullback mode, transition may be made by a predetermined lottery. For example, in the ART game ending game, a transition lottery may be performed using an AT lottery state transition lottery table (one of Figures 28A to 28B), or a transition lottery table with the same basic configuration as Figures 28A to 28B may be separately provided and the transition lottery may be performed based on this. The type of role that triggers the transition to the pullback mode and the probability of winning the transition may be determined appropriately. Furthermore, transition may be made based on the difference in the number of coins in the advantageous zone in the ART game ending game. For example, if the difference in the number of coins in the advantageous zone is negative at the end of the ART game (number of coins < 0), transition to "pullback mode" occurs; if the difference in the number of coins is not negative (number of coins ≥ 0), transition to either "normal mode" or "hell mode" occurs (transition may be made by lottery).

[0265] The chance mode or the withdrawal mode can be continued for a predetermined period of time. For example, it may be a "game number management type" that continues until a predetermined number of games (e.g., 30 games) are played, or it may be a "set number management type" that can continue for one or more sets, with one set being a predetermined number of games (e.g., 10 games).

[0266] Furthermore, the chance mode or the pullback mode may execute a downgrade transition lottery (see, for example, FIG. 28C or FIG. 28D) in which the game may fall into at least one of the "hell, normal, and heaven modes" with a predetermined probability.

[0267] In addition, although the chance mode and the pull-back mode are described as separate game modes above, they may be the same game mode. For example, after the ART game ends, the chance mode can be adopted as the pull-back mode.

[0268] In addition, if the player wins the AT lottery during the Chance mode or the Recall mode, a specific bonus may be awarded. For example, the player may be given a more favorable number of ART games at the start of the ART game (described below) than if they won the normal AT lottery (AT lottery during Hell, Normal, or Heaven mode) (e.g., starting with 80 games for two sets), or may start the ART game with one or more stocks that confirm the continuation of the set related to the ART game (described below). Also, a bonus may be drawn from among several bonuses with different degrees of profit (special mode bonus lottery). The special mode bonus lottery can be conducted based on a "special mode bonus lottery table (not shown)" that has the same basic configuration as the AT lottery table and the additional lottery table (described below). The special mode bonus lottery can also be conducted during the premonition mode (described below), during play before transitioning to the preparation ART, or during preparation ART play. The types of winning combinations and the probability of winning related to the special mode bonus lottery can be determined as appropriate.

[0269] In addition, when the special mode bonus lottery is configured to be executable, it is not desirable to provide excessive bonuses from the viewpoint of gambling. Therefore, when the Chance mode or the Pullback mode is set as a game mode with a special mode bonus lottery, it is preferable that the advantage in the AT lottery is at least the same as or approximately the same as that of the Hell mode, or that the advantage is higher than that of the Hell mode but lower than that of the Heaven mode.

[0270] In addition, in chance mode or pullback mode, a lottery is held to award a predetermined number of points based on the winning role type (which may be a role group number), and points are awarded according to the results of these lotteries. If the accumulated points (acquired points) reach a predetermined value, the AT is won, i.e., transition to the ART game is confirmed. For example, a weak chance is 200 points, a watermelon is 500 points, a strong cherry is 1000 points, and a strong chance is 2000 points. If the points earned during chance mode are 10,000 points or more, the AT is won. An AT lottery may also be held based on the number of points earned. For example, if the points earned during chance mode are 0 to 4,000 points or less, the AT is won at 30 / 256; if the points earned are 4,000 to 7,000 points, the AT is won at 96 / 256; and if the points earned are 7,000 to 10,000 points, the AT is won at 130 / 256.

[0271] In addition, a presentation mode dedicated to the chance mode or the pullback mode may be prepared. For example, a "chance zone presentation mode" that provides presentations related to the chance mode during the chance mode, and a "pullback zone presentation mode" that provides presentations related to the pullback mode during the pullback mode, may be provided. This allows presentations dedicated to the chance mode or the pullback mode to be displayed. Furthermore, during a non-advantageous zone (in this embodiment, during initial play), a transition to the "chance zone presentation mode" or "pullback zone presentation mode" may be made to provide presentations that heighten expectations of winning the AT. For example, when the advantageous zone ends with the end of the ART game, the presentation mode may be transitioned to the "pullback zone presentation mode" to heighten expectations for a pullback to re-enter the ART game. In this case, the actual presentation mode is a "fake chance zone presentation mode" or a "fake pullback zone presentation mode." The "fake chance zone presentation mode" or "fake pull-back zone presentation mode" may be the same as the true presentation mode, or a separate dedicated fake presentation mode (for example, a presentation mode in which some of the presentation related to the true presentation mode is different) may be provided separately.

[0272] It is up to the player to decide which of the above-mentioned ceiling function, chance mode, pull-back mode, and periodic lottery function to adopt (one or more of these). Depending on the gameplay, the above-mentioned ceiling function and periodic lottery function can be adopted, or multiple chance modes and pull-back modes with different degrees of advantage can be provided.

[0273] (Variations regarding the right to transition to this ART game (AT lottery)) In addition, the right to transition to this ART game may not only be granted by AT lottery, but also by the lottery described below. For example, the AT lottery may be triggered by consecutive wins of a specific winning combination (for example, winning a watermelon in two consecutive games), one or more consecutive wins within a predetermined number of games after winning (for example, winning another watermelon within 32 games after winning a watermelon), or consecutive wins of a specific winning combination (for example, winning four middle bells in a row). (AT lottery when consecutive wins occur, AT lottery when consecutive wins occur). In addition, if there are a specified number of consecutive wins or consecutive wins, the AT win may be confirmed without relying on the AT lottery.

[0274] (About the freeze effect) Next, the freeze effect will be explained. In this embodiment, a freeze state is controlled (delay state control means) that delays the game progress of the gaming machine compared to normal game progress (for example, by preventing a predetermined game operation process from proceeding for a predetermined freeze time) based on a predetermined execution condition. The effect that appears during this freeze state is called a "freeze effect."

[0275] Freeze effects include "slot machine effects (main side effects during freeze)" that use the slot machine, and "freeze-in-effects (sub-side effects during freeze)" that use performance means (for example, decorative lamps, performance LEDs, LCD displays, speakers, etc.).

[0276] The "reel effect" refers to the dynamic or static movement of the reels during the freeze state, or a combination of these. "Dynamic reel movement" refers to "irregular rotation (irregular rotation)" in which at least one reel rotates in a predetermined pattern. Typical irregular rotations include reverse rotation of the reels, small movements in the reverse direction, a return movement from reverse to forward and back again, an irregular start in which each reel starts rotating in the reverse direction one after the other with a time lag, and slow forward rotation. "Static reel movement" refers to all reels remaining stationary during the freeze state, i.e., "non-spinning" during the freeze state.

[0277] Furthermore, the "freeze effect" mentioned above is not an effect based on the reel, but an effect that utilizes a means of effect (at least one of sound effect, light effect, image display effect, and moving object effect). This freeze effect is usually produced in conjunction with the reel effect, and typical examples include an impact sound, a flashing light effect that generates a powerful flash, and a blackout effect that blacks out the entire LCD screen. However, the occurrence of a freeze state does not necessarily mean that a freeze effect will occur. Even if no freeze effect occurs, a "freeze effect" can be produced using the reel effect alone, as the occurrence of a "reel effect" due to non-spinning or irregular spinning motion itself can cause a player to feel uncomfortable.

[0278] In this embodiment, a "reel spin start freeze (lever operation freeze)" is used as an example of the freeze state. This reel spin start freeze is triggered by detecting the operation of the start lever 11, which is the original purpose of the operation, i.e., the operation of the start lever 11 performed for the purpose of starting the reel spin under normal circumstances. The next step in the game progress, the operation or processing (start of normal reel spin), is delayed by a predetermined freeze time, and the timing of its activation is delayed by a predetermined freeze time, resulting in a temporary interruption of the game progress. Therefore, the end of the freeze time triggers the end of this reel spin start freeze. In this embodiment, the reel spin start freeze is configured to be used to generate multiple types of freeze effects, such as an "S freeze (short freeze)" and an "L freeze (long freeze)."

[0279] "S Freeze" is a freeze effect that includes a reel effect (irregular rotation reel effect) due to an "irregular rotation" operation during a predetermined freeze time (for example, 1 second) after operating the start lever 11. "L Freeze" also includes an "irregular rotation reel effect," but the freeze time and reel effect are different from those of S Freeze.

[0280] The "freeze state" is not limited to the "lever operation freeze," but may be configured to execute a "stop operation freeze" that occurs when at least one of the three stop buttons 12 is operated, or a "freeze after all reels have stopped" that occurs after all reels have stopped. Also, one or a combination of these freezes may be employed.

[0281] (Freeze effect lottery) Whether or not each of the freeze effects described above will occur is determined based on a freeze effect lottery. This freeze effect lottery is executed on the main control unit 400 side based on the "freeze effect lottery table" shown in FIG.

[0282] (Freeze effect lottery table: Figure 30) Fig. 30 shows a freeze effect lottery table according to this embodiment. The freeze effect lottery table determines the lottery probability of the freeze effect type according to the game state and the winning role type (freeze effect lottery trigger role), and the basic configuration of the table is the same as the AT lottery state transition lottery table (Figs. 28A to 28D) etc. as shown in the figure. This freeze effect lottery determines whether freeze effect has not occurred, freeze S, or freeze L.

[0283] The freeze effect is mainly a preview effect that notifies the winning role information of the current game, and depending on the type of freeze effect, it can provide an element of guessing the winning role or stimulate the expectation of winning a rare role. In addition, when a freeze effect occurs, it may be configured so that a bonus can be awarded. For example, when a strong cherry is won, if a freeze L occurs, the AT win is more favorable than if a freeze S occurs. In addition, the type of role that triggers the freeze effect lottery and the lottery probability of the freeze effect can be changed appropriately depending on the gameplay.

[0284] (Omen mode: AT winning state during normal play) If the AT lottery is won, the next game will be an AT winning state and the game will transition to premonition mode. In this embodiment, in the next game after a predetermined number of premonition games have been played, a "pseudo bonus winning notification effect" will be displayed to notify the player of the AT winning, and the occurrence of an "RT2 transition lip navigation" due to the AT winning is permitted. Note that, since the game is controlled to be an AT winning state during the premonition mode, the AT lottery will not be executed during the premonition mode.

[0285] The number of premonition games is determined by lottery using a premonition game number lottery table configured to allow multiple game numbers to be selected, for example, from 5 to 32 games (which may include premonition game number = 0 (instant notification of winning without premonition)) (see steps S719 to 721 (premonition game number lottery processing) in Figure 14A).

[0286] In addition, during the premonition mode, as a performance under the premonition performance mode, an AT winning expectation performance to stimulate the expectation of winning the AT can be displayed. The AT winning expectation performance can include a winning confirmation performance that definitely notifies the AT win.

[0287] Furthermore, if the AT lottery result is not won (missed), the game transitions to a false premonition mode, and within the maximum number of premonition games (32 games), an AT win expectation effect is displayed in the false premonition effect mode. In this case, the appearance rate of specific effects related to characters and items is differentiated between the "true premonition mode (true premonition effect mode)" and the "false premonition mode (false premonition effect mode)," giving the player an element of guessing the AT lottery result. This allows the player to enjoy the game while feeling hopeful about winning the AT until the maximum number of premonition games (32 games in this embodiment) is consumed. However, if a "pseudo bonus win notification effect" or the like that notifies the player of an AT win is not displayed even after the maximum number of premonition games is consumed, it is confirmed that the player remained in the false premonition mode, i.e., the player did not win the AT lottery.

[0288] During the false premonition mode, the effects under the presentation mode corresponding to the current game state (game mode) may be displayed. Also, in the case of an AT win due to a specific winning combination (for example, when the strongest cherry is won, which guarantees an AT win), the game following the AT winning game may be transitioned to the "preparation ART transition game" described below without going through the premonition mode (number of premonition games = zero). Also, if the strongest cherry is won during the premonition mode, the remaining number of premonition games may be shortened (for example, the number of premonition games may be forced to zero).

[0289] Also, during the premonition mode, a lottery is held for winning rare combinations (Strong Chance, Strong Cherry, Strongest Cherry, etc.). In this case, a bonus may be awarded through the "Special Mode Bonus Lottery" described above. As for bonuses, as already explained, the number of ART games at the start of this ART game may be given preferential treatment, or the ART game may be started with one or more stocks that confirm the continuation of the set related to the ART game.

[0290] (Preparation ART transition before play: RT1 play + AT1 play) When the above-mentioned premonition mode (true premonition mode) ends, the game state is transitioned to "preparation ART transition pre-game (RT1 game + AT1 game)". Then, in the next game after the premonition game ends (it may also be when betting to start the next game), the above-mentioned pseudo bonus winning notification effect appears. This preparatory ART transition pre-game acts as a waiting state (preparation mode for transition to preparation ART) waiting for a win in the RT2 transition replay type.

[0291] If an RT2 transition replay type is won during pre-preparation ART play, an "RT2 transition replay navi" occurs due to the action of AT1 play. If the player performs a stop operation in accordance with this assist notification, an RT2 transition replay is won and the RT state is upgraded from the current RT1 play to RT2 play. This transitions from "pre-preparation ART play (RT1 play + AT1 play)" to "preparation ART play (RT2 play + AT1 play)." Also, during pre-preparation ART play, if a push order bell type (lottery numbers 29-40) is won, a "middle row bell navi" also occurs. This allows the player to transition to "preparation ART play" without losing game medals as much as possible during the waiting period until the RT2 transition replay type is won. When an "RT2 Transition Replay Navigation" occurs, there is a risk that a player may intentionally avoid winning an RT2 Transition Replay and intentionally extend the game period by winning a normal replay, while waiting for a push-order bell type win (i.e., a "middle bell navigation") and winning the middle bell to increase their profits. Therefore, a "hidden role assist notification" is displayed during play before the transition to the preparation ART. For example, if the RT2 Transition Replay 123, the push-order bell 123A, or the push-order bell 123B wins, the assist notification will display "1" indicating the push order "123" on the payout number display 35 (primary notification means), while the LCD screen of the LCD display device 6 (secondary notification means) will display an image effect indicating the assist information "123" (see the corresponding display columns for the instruction monitor numbers in Figures 23A-23B and Figure 22). However, the image effects associated with the secondary notification means do not produce effects that reveal winning combination information. Of course, when sound effects and / or light effects are used as secondary notification means in addition to image effects, these effects also do not produce effects that reveal winning combination information (the same applies during the preparatory ART game and main ART game described below). Furthermore, since the probability of failure is set high during RT1 play, the combination of the failure probability and the above-mentioned role-concealing assist notification causes the net increase in the number of game medals per unit game to be negative, causing the player to suffer a disadvantage, and the above-mentioned technical intervention element is disabled.

[0292] (1st promotion normal play: RT2 play + AT0 play) As mentioned above, "AT1 play" occurs only if the AT lottery is won, and the "RT2 transition replay navigation" will not be executed unless the AT lottery is won. Therefore, the game state until the AT lottery is won will basically remain in "normal play (RT1 play + AT0 play)." However, even during normal play, if the player intentionally stops the game when an RT2 transition replay type is won, an RT2 transition replay may be won, resulting in a promotion from RT1 play to RT2 play. However, in this case, the promotion transition is considered to have occurred "when the AT lottery is not won," and AT play does not occur (it does not become "preparation ART play (RT2 play + AT1 play)"), and the game state becomes "first promotion normal play" consisting of "RT2 play + AT0 play." Since this "1st promotion normal game" is under RT2 game, many roles such as RT3 promotion replay type and RT1 replay type that allow the winning of "fall replay", and push order bell type that allows the winning of "bell overflow" are subject to lottery (see Figure 5A, Figure 5B). However, even if these roles are won, the push order that avoids the fall replay or bell overflow is not announced. Therefore, the game is re-transitioned to normal game after a relatively short number of games.

[0293] (2nd promotion normal play: RT3 play + AT0 play) In rare cases, when an RT3 promotion replay type (lottery numbers 11-15) is won during the first promotion normal game, the player may intentionally stop the game, resulting in an RT3 promotion replay and a promotion transition from RT2 game to RT3 game. However, even in this case, the promotion transition occurs when the AT lottery is not won, and the AT game does not occur (rather than the "ART game (RT3 game + AT2 game)" described below). The game state is "2nd promotion normal game" consisting of "RT3 game + AT0 game." Because this 2nd promotion normal game is under RT3 game, RT1 fall replay types and RT3 promotion replay types, as under RT2 game, are not eligible for the lottery. However, push order bell types that allow for the winning of bell overflows are eligible for the lottery, and these push order bell types have a relatively high probability of winning (see Figures 4A and 4B). However, even if the push order bell type is selected, the push order to avoid the "bell overflow" is not announced. Therefore, even if the game transitions to the second promotion normal game, the game will transition back to normal game after a relatively short number of games.

[0294] In this way, even if the game state is the first promotion normal game or the second promotion normal game, if the AT lottery is not won, the game state is easily shifted to RT1 game and returned to normal game. This prevents high-probability RT games such as RT2 game and RT3 game from continuing for a long number of games, and the gaming machine is designed to prevent unexpected benefits from being awarded to the player. Note that even if the game state shifts to the first or second promotion normal game, the game mode remains either Hell mode or Heaven mode, and AT lotteries and freeze effect lotteries can be executed.

[0295] (Preparation ART play: RT2 play + AT1 play) Next, the "preparation ART game (RT2 game + AT1 game)" will be described.

[0296] As mentioned above, if an RT2 transition replay is won during pre-preparation ART play, the game transitions to "preparation ART play." During this preparatory ART play, due to the action of AT1 play, if an RT3 promotion replay type is won, an "RT3 promotion replay navi" will be generated; if an RT1 downgrade replay type is won, a "normal replay navi" will be generated; and if a push-order bell type is won, a "middle bell navi" will be generated. If an RT3 promotion replay is won, the RT state is promoted from RT2 play to RT3 play, and the AT state is promoted from AT1 play to AT2 play. This results in a transition from "preparation ART play (RT2 play + AT1 play)" to "main ART play (RT3 play + AT2 play)." Regarding the assist notification during preparatory ART play, a "hidden role assist notification" will be displayed, just as in the case of the pre-preparation ART play described above. For this reason, the player can only know the push order information, and cannot know which replay role he has won, for example, "RT1 Fall Replay 2XX" or "RT3 Promotion Replay 213." Therefore, if he ignores the assist notification, there is a possibility that he will win a fall replay, and the player will actively follow the assist notification.

[0297] The "advantageous zone" begins counting from the game following the AT winning game. In other words, the number of games required from the premonition game, which is the AT winning state during normal play, to the transition to the main ART play is counted as this advantageous zone. For example, if you win the AT lottery in this game, the number of premonition games is 11, it takes 7 games to transition from the play before the transition to the preparation ART play to the preparation ART play, and it takes 15 games to transition from the preparation ART play to the main ART play, so a total of 33 games will be counted as the advantageous zone.

[0298] (ART game (pseudo bonus game): RT3 game + AT2 game) Next, we will explain about "Main ART Game (RT3 Game + AT2 Game)".

[0299] During this ART mode, the replay probability is at its highest. Furthermore, due to the effect of AT2 play, a "middle-row bell navigation" occurs, creating a "pseudo-bonus" gaming state in which the average net increase per game is dramatically higher than in normal play. Furthermore, during this ART mode, as shown in the role selection table in Figure 5B, RT2 transition replay types, RT3 promotion replay types, and RT1 fall replay types required to transition from RT1 play to RT3 play are excluded from the lottery. Therefore, as long as the middle-row bell navigation is followed, a fall to RT1 play can be avoided. Furthermore, during this ART mode, replay roles and push-order bell types have a high probability of winning, so the speed of game completion tends to be slowed by the replay granting and payout operations. For this reason, many players are dissatisfied with the speed of game completion. Therefore, during this ART game or in the added-on specialized zone, it is preferable not to execute the freeze effect lottery, and to enter a "non-freeze execution game state" in which freezing does not occur randomly.

[0300] (Number of continuing games for this ART game (number of ART games)) The number of ART games in this embodiment is "40 games." However, this 40 games is the default value of the number of ART games, that is, the number of games for one set when there is no additional game number. Note that the actual number of games in this ART game itself is 47 games, which is the total of 40 games in one set (when there is no additional game) and 7 games (fixed number of games) in the "Continuous Battle Mode" described below.

[0301] In this embodiment, in the final game (39th game) of the ART game, an "ART continuation lottery" is executed to determine whether or not to continue the ART game for another set (see "Other ART-related lottery processing" in step S744 of FIG. 14D). The success or failure of this ART continuation lottery is determined based on a predetermined continuation rate (for example, 50% (128 / 256) of continuation).

[0302] The continuation rate may be set to multiple values ​​(e.g., 50%, 65%, or 80%), and the value is determined by a "continuation rate lottery." The continuation rate lottery can be performed at any time before or after the start of the ART game. For example, the lottery may be performed during an AT winning game, during a premonition mode (e.g., the final game), during a preparatory ART game (e.g., the game that determines whether to transition to the ART game), or during the first game after the start of the ART game. The lottery probability for each continuation rate may be determined according to the type of winning combination, or the lottery probability for each continuation rate may be determined independently of the type of winning combination. Furthermore, for specific combinations (e.g., the premium combination of the strongest cherry), the highest continuation rate may be determined as a winning combination, or the lowest continuation rate may not be determined.

[0303] In addition, it is possible to configure the device so that a continuation rate suggestion effect that suggests the lottery result of the continuation rate lottery can be made to appear. For example, the continuation rate suggestion effect is an effect that suggests that, among the character images of a destroyer, a cruiser, and a battleship, a destroyer is likely to appear when the continuation rate is 50%, a cruiser when it is 65%, and a battleship when it is 80%. Furthermore, the continuation rate suggestion effect may be made to appear as part of the above-mentioned "pseudo bonus winning notification effect."

[0304] If you win the ART continuation lottery, one set of 40 games will be set again and the ART game will continue.On the other hand, if you do not win (lose) the ART continuation lottery, the ART game will end with this set.However, even if there are remaining ART games, if the number of games played (number of games executed) during the advantageous zone reaches the regulated number of games (3000 games), or if the difference in the number of coins during the advantageous zone exceeds a specified number, the advantageous zone will end and the ART game will also end (the same applies to the continuous battle mode and the added-on specialized zone described below).

[0305] (Completion of advantageous section) In this embodiment, the system is configured to be able to execute a "favorable zone completion effect" that celebrates the completion of the favorable zone (the limited number of games; the end of the favorable zone due to exceeding a predetermined difference in the number of coins). The favorable zone completion effect is not executed when the favorable zone ends, but is executed in the form of an advance notice of the end of the favorable zone. This is because it is preferable to notify the player in advance that the end of the favorable zone is imminent. In this embodiment, the effect is executed when the number of remaining games in the favorable zone reaches a predetermined number of games (e.g., 30 games remaining) or when the difference in the number of coins in the favorable zone reaches a predetermined difference in the number of coins (e.g., +2200 coins). Therefore, the favorable zone completion effect is executed over multiple games. The remaining number of games and the difference in the number of coins that trigger the execution of the favorable zone completion effect can be determined appropriately depending on the payout rate of the game state (bonus game or ART game). For example, based on the average number of coins won per game (net increase in coins), the end conditions can be determined based on design specifications such as "If there are this many ART games remaining, the regulated number of coins will almost certainly be reached and the advantageous zone will end (completion of the advantageous zone)."

[0306] There are no particular limitations on the type of advantageous zone completion effect, as long as it can provide advance notification of the end of the advantageous zone. However, because the advantageous zone completion effect primarily serves two purposes: "advance notification of the end of the advantageous zone" and "announcement of the end of the advantageous zone," its content includes an "advance notification effect for the end of the advantageous zone" that notifies the player of the end of the advantageous zone in advance, and an "ending effect (result effect)" that notifies the player of the end of the advantageous zone. For example, an opening effect is displayed on the LCD screen, displaying "End of the advantageous zone is imminent!", followed by an advantageous zone completion advance notification effect that includes a countdown display such as "20 games remaining" or "50 coins remaining." When the advantageous zone ends, an ending effect is executed that includes a congratulatory display such as "Congratulations on completing the game!" and a result display (game result information during the advantageous zone) such as the total number of coins won and the total number of games played.

[0307] (Continuous Battle Mode) In this embodiment, the game transitions to a "continuation battle mode" from the game following the final game of the ART game count until a predetermined number of games (7 games in this embodiment) has been played. During the seven games of this continuation battle mode, a "battle effect (continuous effect unfolding over multiple games)" in which the main character and enemy character face off against each other is played, and depending on the result of this effect, whether or not the ART game will continue, that is, the result of the ART continuation lottery, is announced (if the ART game continues, a "victory effect" appears, and if the ART game does not continue, a "defeat effect" appears). As mentioned above, the ART continuation lottery is executed in the final game of the ART game.

[0308] The above-mentioned continuation battle mode is the actual ART game, and is a game mode executed in the latter half of the ART game. In other words, the ART game includes multiple game modes: "non-battle mode" for the first half until the ART game number is consumed, and "continuation battle mode" for the latter half that unfolds after the non-battle mode ends. As a result, even though the internal game state is the ART game, effects corresponding to different game modes (ART effect mode (non-battle mode compatible) and continuation battle effect mode (continuation battle mode compatible)) are displayed. In this respect, it is similar to the Hell mode, Normal mode, Heaven mode, etc. associated with normal game.

[0309] During the continuation battle mode, the bonus lottery described below is not executed, and there is no bonus to the number of continuation battle mode games or the number of ART games. However, for each game during the continuation battle mode, a "stock lottery" may be executed (stock lottery process) to stock the continuation right of this ART game (the right to forcibly continue regardless of the ART continuation lottery). This stock lottery is executed based on a "stock lottery table (not shown)." This stock lottery table has basically the same table configuration as, for example, the AT lottery table (Figures 29A to 29C) and the AT lottery state transition lottery table (Figures 28A to 28B). Specifically, the number of stocks (e.g., 1 to 3) and the probability of stock lottery are determined according to the type of winning role (stock lottery trigger role (role group number)). If you win the stock lottery, the number of stocks won is added (the number of stocks is added to the stock counter (RAM401b) that counts the number of stocks), and the stock is consumed (released) in the next continuation battle mode (the number of stocks is subtracted by 1 (stock counter -1)). When the stock is released, the continuation is confirmed regardless of the ART continuation lottery, or even if the ART continuation lottery result is not a win, a continuation confirmation process (continuation confirmation process) is forcibly performed, and the result of the battle performance is a victory performance or a victory performance for when the stock is released.

[0310] In addition, if the result of the ART continuation lottery is not a winning result, the stock lottery can be configured as the following ``Battle Form A'' or ``Battle Form B.'' (Battle type A) Even if you win the stock lottery during the continuous battle mode, it will be treated as invalid, and the battle performance will show a defeat performance, ending the continuous battle mode (ending this ART game). (Battle type B) If the stock lottery is won during the continuation battle mode, the stock will be treated as released in that continuation battle mode, the ART continuation lottery result will be changed from no win to win, a victory effect will be displayed as a battle effect result, and after the continuation battle mode ends, this ART game (non-battle mode) will start again with one set of 40 games.

[0311] If the ART continuation lottery is won, after seven games of the continuation battle mode (battle effects) are played, the ART game (non-battle mode) will begin again, consisting of one set of 40 games. However, if the ART continuation lottery is not won (missed), the ART game will end after seven games of the continuation battle mode are played. In this case, the AT2 game ends, and the current ART game transitions to "Post-ART game (RT3 game + AT0 game)." This Post-ART game has the same internal game state as the "Second Promotion Normal Game (RT3 game + AT0 game)," but the game mode transitions to either Hell mode, Normal mode, or Heaven mode. The game mode played during the Post-ART game is determined by a mode transition lottery (Post-ART mode transition lottery), with the higher the setting, the higher the probability of Heaven mode being selected. Note that the Premonition mode (Premonition game) may also be included in the selection of the mode transition lottery at the end of the ART.

[0312] (Variations of this ART game) The ART continuation lottery may be executed when the game result is obtained in the final game of the ART game or the first game in the continuation battle mode. In this case, the ART continuation lottery process can be set during the ART-related branching process of step S87 in FIG. 10C.

[0313] Furthermore, this ART game has been described as a "continuation rate management type" in which one set of 40 can be continued through an ART continuation lottery, but the present invention is not limited to this. For example, one or more of the following termination or continuation conditions may be employed: (Tube 1) The above game number management type. (Management 2) The above continuation rate management type. (Tube 3) The above set number management type. (Channel 4) "Number of notifications management type" based on the number of times a specific role is notified. For example, it will end when the number of middle-level bell navi events occurs a certain number of times. (Channel 5) "Payout number management type" based on the number of payouts during this ART game. For example, when the number of payouts during this ART game reaches a predetermined number, it ends. Specifically, like bonus games, when the total number of payout medals reaches a predetermined number, this ART game ends. (Tube 6) "Difference number management type" based on the difference in the number of sheets during this ART game. For example, when the difference in the number of sheets during this ART game (which can be either the net increase number or the MY value) reaches (or exceeds) a predetermined number, it will end. (Channel 7) "Advantageous Zone Difference Number Management Type" based on the difference number during the advantageous zone. For example, the game ends when the difference number during the advantageous zone (which can be either the net increase number or the MY value) reaches (or exceeds) a predetermined number.

[0314] Note that for the above (Tube 3) to (Tube 5), the addition may be performed by a lottery with the same basic configuration as the addition lottery (for example, one in which the addition event and its lottery probability are determined according to the type of winning role). For example, in the case of a set number management type, the number of sets to be added to the current remaining number of sets (number of added sets) is determined by lottery. In the case of a notification count management type, the number of addition notifications is determined by lottery based on the current remaining number of notifications. In the payout number management type, the number of additional payout coins is determined by lottery based on the current remaining number of payout coins. For the addition event, a table configuration can be created in which "+10 to +30G" in the add-on lottery table (Figures 31A and 31B) described below is replaced with, for example, "+1 to +3 sets" for a set number management type, "+10 times to +30 times" for a notification count management type, or "+10 coins to +300 coins" for a payout number management type. The probability of winning the bonus lottery and the number of bonuses can be determined as appropriate.

[0315] In addition, any of the above-mentioned (Tube 1) to (Tube 6) add-on forms can be applied not only to this ART game, but also to the "add-on specialized zone" described below.

[0316] (Regarding the addition of ART game numbers: Figure 31A, Figure 31B) In this embodiment, a "top-up lottery" is executed to add a predetermined number of games to the number of ART games under a predetermined lottery trigger. This top-up lottery is executed based on the "top-up lottery table" shown in Figures 31A and 31B. Figure 31A is the top-up lottery table used during this ART game, and Figure 31B is the top-up lottery table used in the top-up specialized zone.

[0317] (Additional lottery table for this ART: Figure 31A) Figure 31A shows the add-on lottery table during this ART. As shown in the figure, in this add-on lottery table during this ART, the number of add-on games (shown as "+10, +20, +30") and its lottery probability are associated and determined according to the type of winning role (type of add-on lottery trigger role). In addition, for the add-on lottery, the type of winning role (add-on lottery trigger role) to be determined, as well as the lottery probability and the type of add-on game number can be determined as appropriate.

[0318] If a player wins the bonus lottery, an "additional game number lottery" is held to select one or more bonus games, and the number of bonus games (additional game number) is determined. For example, if "Watermelon" is won, 10 games are selected with a 0 / 256 chance, 20 games with a 1 / 256 chance, and 30 games with a 12 / 256 chance. Once the bonus number is determined, it is added to the current number of ART games (remaining ART games). This allows the period controlled by this ART game to be extended. If the remaining ART games increase due to the bonus, it can bring further profits to the player. Therefore, winning the bonus lottery is considered one of the thrills of the game.

[0319] In addition, if you win the bonus lottery trigger role, an "additional expectation effect" that encourages you to win the bonus lottery may appear. Also, if you win the bonus lottery, an "additional effect" that notifies you of the number of bonus games will appear, and the number of bonus games will be added to the current number of ART games (number of remaining ART games) display.

[0320] (Assist notification regarding specific winning roles during this ART game) During this ART game, just like during the preparatory ART game, a "concealed role assist notification" is executed, and the winning role type is kept secret. Here, if 7 Replay, 7 Rep Fake, BAR Replay, or BAR Rep Fake is won, the instruction monitor number "6" is selected. The same instruction monitor number "6" is also selected when the push order bell 321A or push order bell 321B is won (see the corresponding entry column for the instruction monitor number in section 1 of Figure 23A). Using this, even if a 7 Replay or other win is made, the assist notification effect (assist effect) will pretend that the push order bell 321A or other win is made. Meanwhile, if the bonus lottery is won, an impactful bonus effect will appear when the first to third stop operation of the reel, when the game result is derived (when all reels have stopped), or at the start of the next game, and the fact of the bonus will be announced to the player in a surprising way.

[0321] (About the special bonus zone) Next, we will explain the "add-on specialized zone (RT3 game + AT3 game)".

[0322] The bonus-specialized zone is a game state where the "bonus lottery" is more favorable than during the main ART game (see FIG. 31B). During the main ART game, a transition is made when a predetermined transition lottery (bonus-specialized zone transition lottery) is won. This transition lottery is executed based on a "bonus-specialized zone transition lottery table (not shown)." The basic configuration of the bonus-specialized zone transition lottery table is the same as, for example, the AT lottery table (FIGS. 29A-29C) and the AT lottery state transition lottery table (FIGS. 28A-28B), and the transition lottery probability is determined according to the type of winning role (the specialized zone transition lottery trigger role). In this embodiment, the specialized zone transition lottery trigger role is one of three rare roles: "Strong Chance," "Strong Cherry," and "Strong Cherry." The transition lottery probability is, for example, 2 / 256 when a strong cherry is won, 3 / 256 when a strong chance is won, and 256 / 256 when a strong cherry is won. If you win the lottery to move to the bonus-specialized zone, you will enter the bonus-specialized zone from the next game onwards.

[0323] The add-on lottery in the add-on specialized zone (hereinafter referred to as the "specialized zone add-on lottery") is carried out based on the "add-on lottery table for the add-on specialized zone" shown in Figure 31B.

[0324] (Add-on lottery table for add-on special zone: Figure 31B) Figure 31B shows the add-on lottery table for the add-on specialized zone. The basic configuration of this add-on lottery table is the same as the "Add-on Lottery Table for This ART" in Figure 31A, as shown in the figure. In the special zone add-on lottery, as can be seen from Figure 31B, the add-on lottery by "7 Replay", "BAR Replay", "Strong Cherry", and "Strongest Cherry" is particularly favored, and the add-on lottery probability and the number of add-on games are more favorable than other roles.

[0325] (Regarding assist notifications for "7 Replay" and "BAR Replay" during the bonus zone) Here, we focus on the assist notifications for 7 Replay, 7 Repfake, BAR Replay, and BAR Repfake. If "7 Replay" or "7 Repfake" is won during the bonus-specialized zone, the instruction monitor number '7' is selected, and the assist notification displays "7" on the payout number indicator 35 and "Aim for 7" on the LCD display. If "BAR Replay" or "BAR Repfake" is won, the instruction monitor number '8' is selected, and the assist notification displays "8" on the payout number indicator 35 and "Aim for BAR" on the LCD display (see the instruction monitor number column in Figure 23A and the display example in Figure 22). Therefore, when the assist notification "Aim for 7" or "Aim for BAR" occurs, the player will carefully operate the reel to stop, with high hopes of winning "7 Replay" or "BAR Replay."

[0326] (Regarding assist notifications for cherry types during the special bonus zone) In addition, "Strong Cherry" and "Strongest Cherry" are also given preferential treatment in the bonus lottery. For this reason, players in the bonus-specialized zone are also interested in winning "Strong Cherry" and "Strongest Cherry", just like the above-mentioned "7 Replay" and "BAR Replay". Here, as already explained, the cherry role types (weak cherry, strong cherry, strongest cherry) have the following relationship with respect to the stopping numbers. (α) Depending on the stopping operation procedure, a common "cherry overflow" may appear. (β) If a "weak cherry" is won, a "strong cherry (common cherry stopping symbol)" may appear as a missed symbol for the weak cherry. Also, if a strong cherry is won, a "weak cherry (common cherry stopping symbol)" may appear as a missed symbol for the strong cherry. Also, if a strongest cherry is won, a "strong cherry (common cherry stopping symbol)" may appear as a missed symbol for the strongest cherry.

[0327] Therefore, focusing on the relationship between (α) and (β) (the appearance of common stop symbols), in order to stimulate the expectation of winning a strong cherry or a strongest cherry, when a cherry role type is won, whether it is a weak cherry, a strong cherry, or a strongest cherry, an assist notification is not executed (see instruction monitor number 0: instruction monitor number instruction section 2 in FIG. 23A), but the same "cherry notice effect" is displayed regardless of which cherry role is won. As a result, when a "cherry notice" is generated, the player becomes more tense as the reel stops. Furthermore, advanced players who know that common stop symbols appear between each cherry role can intentionally cause cherry common stop symbols or cherry overflow symbols to appear, making it unclear which cherry role has won, and enjoying the possibility of whether or not an additional effect will occur.

[0328] (Number of games in the bonus zone) The bonus-specialized zone according to this embodiment ends when a predetermined number of games (for example, 20 games) have been played (game count management type). When the bonus-specialized zone ends, the game will transition back to the ART game (non-battle mode). During the bonus-specialized zone, the count of the remaining number of games in the ART (the number of remaining ART games) is suspended.

[0329] Here, due to the upper limit of the number of games (3,000) in the advantageous zone, if the player enters the bonus-focused zone when the upper limit is reached (for example, when 2,980 games have been played), there is a high possibility that the number of ART games will immediately reach the upper limit, which will cause the bonus-focused zone to lose its function and give the player a sense of loss. As a result, the player's motivation to play may decrease significantly. For example, if there are only 20 games remaining in the advantageous zone, transitioning to the bonus-focused zone will result in a completely meaningless bonus-focused zone.

[0330] Therefore, it is preferable to set a condition for prohibiting transition to the bonus-specialized zone (restriction condition) based on the number of remaining games in the current advantageous zone. For example, when the number of remaining games in the current advantageous zone reaches a predetermined number of games, transition to the bonus-specialized zone is prohibited (restricted) (specialized zone transition lottery prohibition process). Specifically, the transition lottery to the bonus-specialized zone itself is prohibited, or even if a transition lottery is executed, the lottery result is treated as invalid (treated as a loss) (transition lottery prohibition process). The remaining number of games (limitation start number of games) at which transition restriction to the bonus-specialized zone begins is preferably determined taking into account the maximum number of continuous games in the bonus-specialized zone (20 games), the maximum number of added games (30 games: see Figure 31B), or the average number of added games in the bonus-specialized zone. In this embodiment, the limit start number of games can be set appropriately, for example, to approximately 100 to 200 games remaining in the advantageous zone. Also, for the same reason, it is preferable to prohibit the addition lottery during this ART game based on the number of remaining games in the current advantageous zone (addition lottery prohibition processing). As with the above-mentioned addition-specialized zone, it is preferable to determine the number of remaining games in the advantageous zone where the addition lottery is prohibited, taking into consideration the number of remaining games in this ART game and the maximum number of addition games (30 games: see Figure 31A) or the average number of addition games.

[0331] (Assist notification for recovery when falling during ART play) If a player presses buttons incorrectly during the preparation ART game, main ART game, or bonus zone, and a different button sequence than indicated by the assist notification results in a fall trigger (fall replay, bell overflow), the player will fall from the current RT state (RT1 game 1 to RT3 game) to "RT1 game." However, the currently active AT game (AT1 game to AT3 game) will not end even if a fall trigger is achieved. When such a fall transition occurs, a reversion game is executed as a relief measure to return the player to the game state before the fall. During the reversion game, RT2 transition replay navigation and RT3 promotion replay navigation are executed, allowing the player to revert to the game state before the fall even if they fall to RT1 game. However, the number of games played before the reversion is subtracted from the remaining number of games in the main ART game and the remaining number of games in the bonus zone as a penalty.

[0332] (Conditions for ending the advantageous period based on the difference in number of sheets) In this embodiment, one of the conditions for ending the advantageous zone is that it ends when the predetermined number of MY coins (MY 2400 coins) is exceeded. Here, the conditions for ending the advantageous zone can be "End Condition A (MY count end form)" or "End Condition B" (difference number count end form) described below.

[0333] (End condition A: Ending format by MY count method) In the case of termination condition A, as already explained, "the point at which the number of game medals, etc., was the smallest when a game result was obtained during a single advantageous period is used as the reference point, and the increase in the number of game medals from that reference point (the difference in number of medals: "total number of out medals (total number of paid-out medals) - total number of in medals (total number of inserted medals)") exceeds a predetermined number that does not exceed the upper limit (2400 medals)." Specifically, this is a form in which the advantageous period is terminated based on the above-mentioned "MY value" (for example, MY2400). In this MY count termination form, even if the difference in number of medals during the advantageous period becomes negative, the number of medals inserted beyond that (net decrease in number of medals) is not counted as a "negative amount." Therefore, in the case of termination condition A, the advantageous period is terminated based on the difference in number of medals, ignoring the net decrease in number of medals (the player's losses) during the advantageous period.

[0334] For example, if during this advantageous period, a player acquires more than the upper limit of 2,400 medals from a point of "-100 medals (net decrease of 100 medals)" and the advantageous period ends, the player can finish the advantageous period without incurring any losses. However, if the advantageous period ends when the player acquires more than the upper limit of 2,400 medals from a point of "-2,500 medals (net decrease of 2,500 medals)" where the player is suffering a large loss, the advantageous period ends without the player being able to recover the losses. In this case, the advantageous period ends with the player having incurred a loss of approximately 99 medals.

[0335] (Termination condition B) On the other hand, in the case of termination condition B, the advantageous zone is terminated when "the increase in the number of game medals during one advantageous zone (the difference in number of medals: "total number of medals out (total number of medals paid out) - total number of medals in (total number of medals inserted)") exceeds a predetermined number that does not exceed the upper limit (2400 medals) (when the difference in number of medals from the start of one advantageous zone, which is set as the base point of 0 medals, exceeds 2400 medals)." Specifically, the advantageous zone is terminated based on the difference in number of medals during the advantageous zone (the net increase in number of medals since the start of the advantageous zone) rather than the "MY value" (difference in number count termination mode). In this difference in number count termination mode, if the difference in number of medals during the advantageous zone becomes negative, that negative amount is also counted. Therefore, in the case of termination condition B, the advantageous zone is terminated based on the difference in number of medals that takes into account the net decrease in number of medals during the advantageous zone (the player's loss) during the advantageous zone.

[0336] For example, even if during this advantageous period the player goes from "-100 medals (net decrease of 100 medals)" to acquiring more than the upper limit of 2400 medals and the advantageous period ends, or even if the player goes from "-2500 medals (net decrease of 2500 medals)" with a large loss to acquiring more than the upper limit of 2400 medals and the advantageous period ends, the player can still finish the advantageous period without incurring a loss. In both the former and latter cases, the player can finish the advantageous period by acquiring approximately "loss + 2400 medals" of medals.

[0337] In this embodiment, "termination condition B" (see FIG. 17C described later) is adopted for the reasons described below. Note that, for ease of explanation, "net number of sheets reduced" will also be referred to as "number of sheets absorbed."

[0338] (Problems when using termination condition A) If the above "termination condition A" is adopted, the following problems may arise. For example, if a push-order specified role that involves the payout of game medals, such as a push-order bell, is not won for a long period of time during a favorable zone, or if, as in the normal game of this embodiment, an assist notification is not executed even within a favorable zone or the probability of notification is low, as in the game state, the difference in the number of coins will basically decrease to the negative side as the number of games played increases (because the base value is less than 100% (for example, approximately 60%)).For example, although it is a rare case, if you continue to lose without winning any role for 100 games, the difference in the number of coins will be "total payout number 0 coins - total inserted number 300 coins (prescribed inserted number 3 coins x 100G) = -300 coins".

[0339] If "End Condition A" is adopted, as already explained, even if the difference in the number of medals during the advantageous period becomes negative, the difference in the number of medals (number of medals absorbed) will not be taken into consideration, and the difference in the number of medals during the advantageous period will be counted. Therefore, if the ART game is entered from this situation where "300 medals" have been absorbed, and the player successfully acquires medals and the advantageous period ends (when the difference in the number of medals during the advantageous period exceeds "MY2400 medals"), in this case, the medals actually acquired by the player during the advantageous period will be approximately "2100 medals" (MY2400 medals - 300 medals (number of medals absorbed) = 2100 medals (number of medals acquired)), and the player will not be able to recover the 300 medals (number of medals absorbed) that he or she inserted before entering the ART period, and the advantageous period will be forcibly ended.

[0340] In this way, when "Ending Condition A" is adopted, the number of coins absorbed is not taken into consideration, so if the number of coins absorbed (or inserted) exceeds the upper limit (2400 coins) during the advantageous period, it will no longer be possible to recover the lost amount during this advantageous period. As a result, problems such as a significant decrease in the player's interest in the game or a distrust of the gaming machine may arise.

[0341] (About the advantages of adopting termination condition B) On the other hand, if the above-mentioned "termination condition B" is adopted, the problem of "termination condition A" does not occur. Here, to make "termination condition B" easier to understand, we will explain it using the same example as the above-mentioned "termination condition A."

[0342] For example, if you keep losing without winning any role for 100 games during the advantageous period, the difference in number of medals will be "-300 medals", but if "Ending Condition B" is adopted, even if the difference in number of medals during the advantageous period becomes negative, the difference in number of medals will be counted taking into account that negative amount (number of medals absorbed). Therefore, in the case where the difference in number of medals exceeds the upper limit (2400 medals) and the advantageous period ends after "300 medals" have been absorbed (number of medals absorbed = -300 medals), the number of medals that the player actually won during the advantageous period will be approximately "2700 medals" (300 medals (number of medals absorbed) + 2400 medals (upper limit) = 2700 medals).

[0343] When "Ending Condition B" is adopted, the number of coins absorbed is taken into consideration, so even if a player has inserted more than 2,400 coins (input during a favorable zone), it is possible to create a situation in which the player can recover all of the losses during the current favorable zone. Therefore, even if the player incurs losses during the current favorable zone, it is possible to give the player a sense of hope that "they may be able to recover their losses" or "their profits may turn positive." In this respect, it is crucially different from the above-mentioned "Ending Condition A," which may result in a situation in which the losses cannot be recovered.

[0344] Whether termination condition A or B is adopted is up to the discretion of the player, depending on the gameplay and gambling nature of the game, but when attention is focused on the possibility of preventing a decline in game interest, it is preferable to adopt termination condition B. In particular, when normal play (normal play in an advantageous zone) as in this embodiment is configured to be controllable, the majority of play will stay in normal play in an advantageous zone unless profitable states such as ART play and bonus play occur frequently, and even during the advantageous zone, the player's acquired medals (net increase in number of medals) will basically become negative. Therefore, if the number of medals absorbed is not taken into consideration as in "termination condition A," a situation will arise in which the player will be disadvantaged, such as not being able to recover losses.

[0345] However, if the "termination condition B" is adopted and the difference in the number of sheets taken into account is simply counted, the control load will increase. For example, if the counter is configured to be able to count the range of 0 to 65535, it will only need 2 bytes, but if it is to count a range greater than that (for example, -70,000 sheets to +70,000 sheets), a work area of ​​3 bytes or more will be required.

[0346] In gaming machines installed in pachinko parlors, specifically those subject to the Act on the Control and Rationalization of Amusement and Entertainment Businesses, the Act's regulations regarding the certification and model testing of gaming machines limit the control area (storage area) of ROM and RAM mounted on the main board (which in this embodiment corresponds to the main control unit 400) that controls the overall game operation (Appendix 3 of the Act, Technical Standards Relating to the Structure of Gaming Machines to Prevent Unauthorized Modification and Other Alterations (Article 6)). Therefore, minimizing the storage area is important. Furthermore, if the number of coins drawn is counted indefinitely, depending on the gameplay, it may be possible to win a large number of coins during a single advantageous period. However, creating such an explosive gaming machine (a so-called explosive machine) is undesirable from the perspective of gambling (preventing addiction).

[0347] Therefore, it is important to set a certain upper limit for the count of the number of coins absorbed. Specifically, it is preferable to set an upper limit (countable number of coins absorbed) for the number of coins absorbed (net decrease number) in consideration of various circumstances such as the average daily operating status of the actual gaming machine (for example, the difference in the number of coins when the machine is open for one day), the payout rate, or the nature of gambling, and accordingly to set an increase in the number of coins that will end the advantageous zone.

[0348] Specifically, taking into consideration the upper limit of the number of absorbed coins, the "first specific value (initial value: upper limit of absorbed coins) + second specific value (upper limit: for example, 2400 coins)" is set as the "control number (value for determining whether the difference in number of coins exceeds)" for the end of the advantageous period, and when the value of the counter for counting the difference in number of coins during the advantageous period (advantageous period difference number counter) exceeds this control number, the advantageous period is ended. It is also preferable to configure the "upper limit of absorbed coins" so that it can be counted up to an appropriate value.

[0349] Specific control contents relating to the above-mentioned end condition B (difference number count end mode) will be described in detail later with reference to FIG. 17C, but to facilitate understanding of the present invention, first, a brief description of the processing contents will be given.

[0350] In this embodiment, if the conditions for transitioning to the advantageous zone are met during a non-advantageous zone, a setting process is performed to transition to the advantageous zone from the next game, and the "upper limit Z of the number of coins absorbed" is set as the initial value for the advantageous zone difference number counter (see the processing contents of step S88 in FIG. 10C and step S709 in FIG. 14A described below). Then, during the advantageous zone, the difference number for the current game (number of coins paid out - number of coins inserted) is added to the current advantageous zone difference number counter for each game, and the result is compared with the "limit number (initial value (upper limit Z) + 2400 coins (upper limit number)" which is the difference number exceedance judgment value, and if the advantageous zone difference number counter value exceeds the limit number, the advantageous zone is ended (see "advantageous zone difference number management processing" in FIG. 17C described below).

[0351] The difference in number of sheets during the advantageous period is the difference (number of sheets difference) from the initial value of the advantageous period difference number counter (upper limit value Z of the number of sheets absorbed) which is set as the base (0 sheets), so in this embodiment, the advantageous period will end when this difference exceeds 2400 sheets (upper limit number). In this respect, it is significantly different from the above-mentioned end condition A, which ends the advantageous period when the "MY value" exceeds a predetermined number (2400 sheets).

[0352] For ease of explanation, the above "regulated number of sheets" may be referred to as "regulated number of sheets R", the number of sheets sucked in as "number of sheets sucked in X", the upper limit of the number of sheets sucked in as "upper limit value Z", and the "upper limit number of sheets" may be referred to as "upper limit number Y".

[0353] Here, the restricted number R (number used to determine the end of the advantageous period), the upper limit number R (maximum difference when the game enters a positive zone), and the upper limit value Z (upper limit number of coins absorbed) are all fixed values, but if they are set to arbitrary values, the legal restrictions related to the control area of ​​the main control unit 400 and the risk of gambling, as mentioned above, may arise. Therefore, when setting the restricted number R, it is necessary to consider the upper limit value Z of the number of coins absorbed that can be counted. For example, it is preferable to set the upper limit value Z of the number of coins absorbed and the restricted number R as shown below (absorption 1) to (absorption 5). In the following, unless otherwise required, the "second specific value (upper limit number)" will be explained as the conventionally adopted value of "2400 coins."

[0354] [(Suction 1): Upper limit Z based on the maximum number of sheets suctioned during business hours in one day, and the regulated number R] During business hours in one day, the average number of maximum playable games (maximum number of games that can be consumed) or the theoretical maximum number of playable games is "G max ", the upper limit Z is set to "G max × maximum bet number (for example, 3 coins)”. The upper limit value Z in this example is a value assuming that you keep losing every game. In the case of slot machine gaming machines, a waiting time (4.1 seconds in this embodiment) is set for each game before the game starts (see step S76 in FIG. 10A described later). In other words, it takes at least 4.1 seconds of this waiting time to play one game, and if we do not take into account the time it takes the player to stop each slot machine, place a bet, etc. (which actually takes a few seconds), one game can be completed in as little as 4.1 seconds. Therefore, the theoretical number of games that can be played in one hour is "878 games (3600 seconds / 4.1 seconds)." If we use the theoretical maximum number of games that can be played, the upper limit Z is "Business hours x 878 games (G max ) × 3 (maximum bet number)". For example, if the business hours are 13 hours, the upper limit Z can be set as "13 hours × 878 games × 3 = 34242". Also, if the average value of the maximum number of games that can be played is used, then "G max " can be set to an appropriate value. For example, since an advanced player is likely to be able to play an average of 600 to 700 games per hour, the upper limit Z can be set to "13 hours x 600 to 700 games x 3 coins = 23,400 to 27,300 coins." In this case, the restricted number of coins can be set to "23,400 to 27,300 coins (upper limit Z) + 2,400 coins (upper limit Y) = 25,800 to 29,700 coins (restricted number R)."

[0355] [(Suction 2): Upper limit Z based on the maximum number of suction coins during the advantageous period] In the above (Suction 1), the upper limit value Z is based on the maximum number of coins absorbed during business hours in one day (when losses continue), but the upper limit value Z may be determined based on the maximum number of coins absorbed during the advantageous period (when losses continue). For example, the number of games restricted during the advantageous period (3000 games in this embodiment) is set as "GA max ", the upper limit Z is set to "GA max × maximum bet number (for example, 3 coins)". In this example, the upper limit Z is "3000 games (restricted number of games) × 3 coins (maximum bet number) = 9000 coins", and the restricted number is "9000 coins (upper limit Z) + 2400 coins (maximum number Y) = 11400 coins (restricted number R)".

[0356] [(Suction 3): Upper limit Z based on payout rate] The upper limit value Z for (Suction 1) or (Suction 2) above has been explained using the example of the maximum number of coins sucked in assuming a continuous loss in each game, but in reality, in order to win a small role that involves the payout of game medals, a replay role (replay role) that can be played again, a bonus role (special role), etc., the upper limit value Z may be determined taking into account the payout rate of the gaming machine (the payout rate due to setting differences, the payout rate of normal play in an advantageous zone, etc.). For example, the following upper limit value Z can be adopted.

[0357] (Intake 3-1) The upper limit value Z can be set according to the set value. In this embodiment, setting 1 has the lowest payout rate, meaning the number of coins drawn is relatively high. Therefore, the lower the setting, the larger the upper limit Z. For example, the upper limit Z can be set to "7,000 coins (setting 1)," "6,000 coins (setting 2)," "5,000 coins (setting 3)," "4,000 coins (setting 4)," "3,000 coins (setting 5)," and "2,000 coins (setting 6)." In this case, the lower the setting, the relatively larger the regulated number of coins (upper limit Z + 2,400 coins (upper limit Y)). In this example, for setting 1, the regulated number is 9,400 coins, and for setting 6, the regulated number is 4,400 coins. In other words, the lower the setting, the more game medals a player can win in one shot, preventing a decrease in the player's interest in the game, even with a low setting.

[0358] (Suction 3-2) Conversely, considering that setting 6 has the highest payout rate, the higher the setting, the larger the upper limit Z may be. For example, "2000 coins (setting 1)," "3000 coins (setting 2)," "4000 coins (setting 3)," "5000 coins (setting 4)," "6000 coins (setting 5)," "7000 coins (setting 6)," etc. In this case, the higher the setting, the relatively larger the restricted number of coins (upper limit Z + 2400 coins (upper limit Y)). In this example, for setting 6, the restricted number of coins is 4400 coins, and for setting 6, the restricted number of coins is 9400 coins. In other words, the higher the setting, the more game medals a player can win in one shot, making the existence of high settings more significant.

[0359] (Suppression 3-3) It can be set as the upper limit value Z taking into consideration the payout rate during the advantageous zone (in this embodiment, the payout rate during normal play), excluding ART play and / or bonus play. For example, it can be set as the following (Suppression 3-3α), (Suppression 3-3β).

[0360] (Suction 3-3α) During normal play (during the advantageous zone), if there is an average of X coins (for example, 800 coins) absorbed (average absorbed number) until winning the ART game, the upper limit value Z can be set to the same number (including approximately the same) as the average absorbed number (for example, 800 coins or approximately 800 coins). Also, if you want to give the feeling of winning balls in one ART game, you can set it to about 2 to 4 times the average X coins (2X≦Upper limit value Z≦4X). (Suction 3-3β) Also, the average number of coins absorbed during the advantageous period, excluding ART play and / or bonus play, may be set as the upper limit value Z.

[0361] The above-mentioned (Suction 3-1) or (Suction 3-2) is useful in that it can give the player a sense of winning according to the setting value. In particular, when determining the upper limit Z based on the setting value, taking advantage of the fact that "the upper limit Z or the restricted number of coins varies depending on the setting value," it has the advantage of being able to provide a "setting suggestion" closely related to the difference in number of coins at which the advantageous zone ends. Traditionally, setting suggestions have mainly been "setting suggestion effects" that use presentation means (e.g., light generating means, presentation display devices, sound generating devices, movable gadgets) to notify information related to the current setting value. However, this embodiment is innovative in that it can provide a setting suggestion using the difference in number of coins at which the advantageous zone ends without using presentation means. Note that the upper limit Z may be common to some settings (at least two setting values), and may have different values ​​depending on, for example, the low setting range (settings 1-2), the medium setting range (settings 3-4), and the high setting range (settings 5-6). Of course, a fixed upper limit value Z (see, for example, (A4) and (A5) below) may be used regardless of the set value, and the value can be determined appropriately.

[0362] [(Intake 4): Regulated number R or upper limit Z taking into account the relationship with the number of sheets that trigger the safety device] In addition, to prevent the number of coins won during the advantageous zone (especially the net increase in coins through ART play) from becoming excessively large, a regulated number of coins R or upper limit value Z can be determined taking into account the number of coins that trigger the safety device to activate (19,000 coins in this embodiment).

[0363] (Suction 4-1) The "upper limit Z" can be set to be equal to or less than the "number of sheets that trigger the safety device to operate." In other words, the upper limit Z is set to a value that satisfies the relational expression "upper limit Z<number of sheets that trigger the safety device to operate" or "upper limit Z≦number of sheets that trigger the safety device to operate." Preferably, the upper limit Z is set to be in the range of 1 / 2 to 1 / 10 of the number of sheets that trigger the safety device to operate. (Suction 4-2) The "restricted number R" is set to be equal to or less than the "safety device activation trigger number." In other words, the restricted number R is set to a value that satisfies the relational expression "restricted number R<safety device activation trigger number" or "restricted number R≦safety device activation trigger number." Preferably, the restricted number R is set to be in the range of 1 / 2 to 1 / 10 of the safety device activation trigger number. (Suction 4-3) In the above (Suction 4-1) and (Suction 4-2), examples were explained in which the range was set to be less than the number of sheets that triggers the safety device to operate, but an upper limit value Z or a restricted number R may be set to be greater than or equal to the number of sheets that triggers the safety device to operate. For example, even if the number of sheets that triggers the safety device to operate is "MY19000 sheets," the upper limit value Z may be set to "60000 sheets" and the restricted number R may be set to "65520 sheets."

[0364] [(Suck 5):Other] The upper limit can be set lower than the "upper limit Z based on the maximum number of sheets absorbed" described in (Suction 1) or (Suction 2) above. For example, the upper limit Z can be set to "5,000 sheets." In this case, the regulated number R is "5,000 sheets (upper limit Z) + 2,400 sheets (upper limit Y)" = "7,400 sheets."

[0365] The upper limit Z and restricted number R relating to (S1) to (S5) explained above are all useful in that they can give the player a sense of appropriate payout without excessively inciting the player's gambling spirit, and in that they reduce the control burden (the data area for restricted number R and the count area for the difference in number of coins during the advantageous period are both 2 bytes). In particular, the values ​​of the "upper limit Z" and / or "restricted number R" relating to (S1) to (S5) above are not simply determined by selecting an appropriate value, but are determined based on a clear understanding of various issues related to gaming machines (for example, reducing gambling, providing a sense of payout and increasing interest in gaming, reducing control burden, etc.), and are then used to determine the upper limit Z (the upper limit of the number of coins that can be counted) and restricted number R (the upper limit of the difference in number of coins at the end of the advantageous period) that can solve those issues.

[0366] <Game Operation Control Processing> Next, the processing contents relating to the game operation control of the slot machine according to this embodiment will be described in detail.

[0367] <Processing on the main control unit side: Figures 9 to 18> First, the processing content on the side of the main control unit 400 that controls the overall game operation will be described with reference to Figures 9 to 18. This processing is executed by the CPU 401c, but for the sake of convenience, the entity that executes the processing will be referred to as the main control unit 400.

[0368] (1. Main control side main processing: Figure 9) FIG. 9 is a flowchart showing the main processing on the main control unit 400 side (main control side main processing) in accordance with the game operation control program.

[0369] When the gaming machine is powered on, power is supplied to each board from a "power supply board" (not shown), and a power-on signal is sent to indicate that power has been turned on. Upon receiving this power-on signal, the main control unit 400 starts the main control processing shown in Fig. 9. In this main control processing, the processing of steps S11 to S20 (power-on processing) shown in the figure is executed as the first processing when the power is turned on, and otherwise, the processing of step S32 (processing required for game progress) is executed in a loop as processing during normal operation.

[0370] In FIG. 9, the main control unit 400 first performs the necessary initialization processing before game operation begins (step S11) as the first processing after power-on. This initialization processing includes, for example, an interrupt mode setting process to set a predetermined interrupt mode (interrupt mode 2), initialization of register values ​​built into the CPU, including each component of the microcomputer, an internal hardware random number setting process to activate the internal hardware random number circuit, an abnormality determination process for the random number circuit (main board error determination process), an abnormality determination process for the power interruption keyword (5AAH) set during power outage (backup), an input information acquisition process to acquire input information (input port data) for predetermined switches, transmission of a power-on command, and a process to clear the safety device counter (described below). When the effect control unit 410 receives the "power-on command," it executes a power-on effect, such as displaying "Please Wait" on the LCD display 6. Furthermore, if any abnormality is detected in the gaming machine, it executes a predetermined error process.

[0371] In the "input information acquisition process," ON / OFF signals of switches required to determine whether to transition to a setting change transition mode (setting change process execution route in step S20), advantageous zone difference number initialization mode (advantageous zone difference number setting process execution route in step S15), or backup return mode (backup return process execution route in step S17) are acquired. For example, the ON / OFF states of the door sensor 61, setting key switch 94, reset switch 94, etc. are acquired.

[0372] After the initial setting process in step S11 is completed, the process from step S12 onwards is executed. In this embodiment, the process is mainly shifted to one of the following processing modes (1) to (4) based on the signal state (ON / OFF state of the signal) acquired by the input information acquisition process. (1) "Setting change mode" in which the setting change process (step S18) is executed. (2) "Advantageous zone difference number initialization mode" executed in the advantageous zone difference number counter setting process (step S16), (3) "Backup return mode" in which the backup return process (step S17) is executed without transitioning to the advantageous zone difference number initialization mode or after transitioning, (4) "RAM error mode" in which RAM error processing (steps S19 to S20) is executed when a problem occurs in the contents of RAM; etc.

[0373] Details will be explained later, but of these processing modes, the three modes excluding the "RAM error mode" can be switched depending on the combination of the ON / OFF state of the setting key switch 94, the ON / OFF state (closed / open) of the door sensor 61, and the ON / OFF state of the reset switch 95. The switches required to switch to any of the modes can be determined as appropriate.

[0374] <Processing route for setting change mode: S12=YES> First, the processing contents relating to the setting change mode will be explained. For the sake of convenience, the following explanation will be given on the assumption that the front door 2 is open (the door sensor 61 is OFF) unless there are special circumstances.

[0375] In this embodiment, the system is configured to be able to control transition between a setting change mode in which setting changes can be made (a processing route in which the determination result in step S12 is YES) and a setting non-change mode in which setting changes cannot be made (a processing route in which the determination result in step S12 is NO) depending on the ON / OFF state of the setting key switch 94 when the power is turned on. As already explained, when the setting key switch 94 is turned ON (setting change mode transition side) with the power to the gaming machine OFF and then the gaming machine is turned ON (the door sensor 61 is OFF (open) and the setting key switch 94 is ON), it is determined that the setting change mode transition condition is met (step S12: YES), and a setting change process for managing changes to the setting value (1 to 6 levels) is executed (step S18).

[0376] In the setting change process, first, a setting change command is sent to the performance control unit 410. When the performance control unit 410 receives the setting change command, it uses a performance means to execute a "setting change performance" that notifies the user that the setting value is being changed. For example, it displays a performance image of "setting change in progress" on the liquid crystal display device 6.

[0377] Next, the setting value data (setting value Nc) stored in the setting value storage area is obtained, and it is determined whether the setting value data is an abnormal value (a value other than 00H to 05H corresponding to settings 1 to 6). If the game is operating normally, the setting value storage area should store setting value data of '00H to 05H (normal value)' corresponding to settings 1 to 6. However, it is possible that the setting value data has been corrupted due to some malfunction, and a value that does not correspond to any of settings 1 to 6 has been set (setting abnormal error). Therefore, if the setting value data is not normal, the setting value storage area is cleared and returned to the initial value of 00H (here, setting 1).

[0378] If the setting value is reset to the initial value or is a normal value, the current setting value is displayed (setting value display) on the setting display (not shown). Then, the ON / OFF operation of the reset switch 95 is monitored, and the current setting value data (setting work value) is changed (updated) each time the reset switch 95 is turned ON. As already explained, the setting value during the setting change is updated to cycle through settings 1 to 6 each time the reset switch 95 is turned ON, and the updated setting value is displayed on the setting display. Then, if the ON operation of the start lever 11 (start switch 11a) is detected, the setting value is determined to be confirmed, the current setting value data (setting work value) is stored in the setting value storage area of ​​RAM 401b, and a setting completion command is sent to the performance control unit 410. When the performance control unit 410 receives the setting completion command, it terminates the setting change performance in progress and executes a "setting change completion performance" that notifies the user that the setting change has been completed (that the setting value has been confirmed). For example, a "settings have been changed" performance image (setting change completion screen) is displayed on the LCD display device 6. Furthermore, when the setting is confirmed, the setting display is terminated and a setting confirmation display is executed.

[0379] After the set value is confirmed, a RAM clear process is executed to clear a predetermined area of ​​the RAM 401b. This RAM clear process includes an "intra-area clear process" that clears a predetermined area of ​​the intra-area RAM, and an "extra-area RAM clear process" that clears a predetermined area of ​​the extra-area RAM.

[0380] The "internal RAM clearing process" clears a predetermined memory area (normal data storage area) of RAM 203, excluding the setting value storage area (setting value data) in the "external RAM area" related to the external memory and the "internal RAM area" related to the internal memory. In other words, the RAM area to be cleared here is the internal RAM area excluding the external RAM area, but some data in the internal RAM (setting value storage area (setting value data)) is not cleared. The "normal data storage area" of the internal RAM is primarily used in the "game processing" of step S32 (step S32, FIGS. 10A-10C) and includes various data related to game progress, such as timers and counters related to game operation, lottery result information, game status information, error information, credit information, number of bets (number of coins inserted), reel drive control data, LED output data, and switch detection data. Work areas corresponding to each of these data are defined.

[0381] In other words, the in-area RAM clearing process clears all areas (normal data storage areas) of the in-area RAM area containing setting value data and related to data used in specified game processing related to game progress, excluding at least the setting value data (setting value storage area), thereby returning the operating state of the gaming machine to its initial state (default state).

[0382] In this embodiment, for example, the programs and work areas for processing related to performance information in the role ratio monitor 99 (see Figure 17B described below), as well as processing related to the difference in number of coins during the advantageous zone (see Figure 17C described below) and processing related to the operation of the safety device (see Figure 17D described below) are specified in an area (outside area memory (second memory area)) different from the area (inside area memory (first memory area)) that the main control unit 400 accesses during normal game progress.

[0383] Therefore, in the "out-of-area RAM clearing process", the data related to the performance information in the winning combination monitor 99 is not cleared, but at least the difference in number of sheets during the advantageous zone (advantageous zone difference number counter) and the difference in number of sheets related to the safety device (safety device counter) are cleared (cleared to zero in this embodiment). As already explained, the "advantageous zone difference number counter" is a counter for counting the difference in number of sheets during the advantageous zone (the difference in number of sheets during the advantageous zone). Also, the "safety device counter" is a counter for counting whether the current difference in number of sheets (in this embodiment, the difference in number of sheets according to the MY counting method from the time of power-on) has reached the number of sheets that triggers the safety device to activate. As will be described in detail later, the advantageous zone difference number counter is set to an initial value when the conditions for transitioning to the advantageous zone are met (see the processing contents of step S18 described later and step S88 in Figure 10C). Also, with regard to the safety device counter, the initial value is set to "0", and an update process is executed in Figure 17D described later, and the safety device activation counter is reset. A safety device is activated when the machine's number of sheets (MY19,000) is reached.

[0384] Also, the "safety device operation flag (non-operation designation = 00H, operation designation = FFH)" (see Figures 17B and 17D described later) that specifies the operation state of the safety device is cleared, and the safety device is set to the non-operation state (00H). As a result, if the safety device is activated, the "special stop state" described above will be released.

[0385] In this embodiment, the RAM clearing process clears all data used in the advantageous zone, including the advantageous zone difference counter. Therefore, if a setting change operation is performed, the game state immediately before power outage will be shifted to a non-advantageous zone even if the game state was in the advantageous zone.

[0386] Therefore, in the "outside RAM clearing process" here, at least the data in the outside RAM that is used for processing related to the performance information in the role ratio monitor 99 (see FIG. 17B described below) is not cleared. Note that data related to the calculation of the performance information and the calculation results (for example, data for calculating the above-mentioned role ratio, consecutive role ratio, role ratio with instruction, etc., and currently stored calculation result data, etc.) is not cleared, but data that does not directly affect the content of the performance information (for example, LED output data for the role ratio monitor 99) may be cleared.

[0387] The main control unit 400 according to this embodiment includes a RAM including a first RAM area (internal RAM) capable of storing data used in a first process and a second RAM area (external RAM) capable of storing data used in a second process; a ROM including a first ROM area (internal ROM) for storing a first control program for executing the first process and a second ROM area (internal ROM) for storing a second control program for executing the second process; and a CPU that executes game control operations based on the first and second control programs. The first process is game processing related to normal game progress (game progression) (at least processing other than processing related to performance information in the winning combination monitor 99). However, although the first process according to this embodiment includes processing related to the difference in number of coins in the advantageous zone (see FIG. 17C below) and processing related to the safety device (see FIGS. 17D and 17E below), these processes are required for normal game progress, but are not included in the first process because they are stored in the external memory as described above. That is, the second processing includes at least processing related to performance information in the role ratio monitor 99 (see FIG. 17B described below), and the second processing according to this embodiment includes processing related to the difference in number of coins in the advantageous zone and processing related to the safety device, in addition to processing related to performance information in the role ratio monitor 99. In this embodiment, RAM 401b includes an in-area RAM and an out-of-area RAM, but the in-area RAM and the out-of-area RAM may be provided in separat...

Claims

1. A main control means for controlling the overall game operation, the main control means being configured with a one-chip microcomputer incorporating a ROM for non-volatilely storing a control program for implementing game operation, a RAM for volatilely storing operation data, and a CPU that operates based on the control program stored in the ROM; A production means capable of making a predetermined notification; A performance control means for controlling execution of a predetermined notification by the performance means, the main control means includes a first unplayable state control means capable of controlling the state to a first unplayable state when a first condition is satisfied, and a second unplayable state control means capable of controlling the state to a second unplayable state when a second condition is satisfied; the presentation control means is capable of controlling execution of a first unplayable state notification when controlled to the first unplayable state, and is capable of controlling execution of a second unplayable state notification when controlled to the second unplayable state; A gaming machine, wherein a release condition for the first unplayable state and the second unplayable state includes an initialization process for the RAM, The performance control means includes: A second unplayable state advance notification can be executed and controlled before the second unplayable state is entered, When the second unplayable state is controlled, the notification mode can be at least executed in a notification mode different from the first unplayable state notification. A gaming machine characterized by:

2. A gaming machine capable of reporting an error when a predetermined error condition is met, The performance control means includes: During the first unplayable state notification, even if the predetermined error condition is satisfied, the error notification is not executed; When the predetermined error condition is satisfied during the notification of the second unplayable state, the error notification can be executed.

2. The gaming machine according to claim 1 .

3. The performance control means When the first condition is satisfied during the second unplayable state, the first unplayable state notification is executed without executing the second unplayable state notification.

3. The gaming machine according to claim 1 or 2.