Game machine
Patent Information
- Application Number
- JP2022130335
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-08-18
- Publication Date
- 2025-08-12
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]
[0002] In a slot machine as a gaming machine, a lottery is held for a winning combination in response to a player's bet of medals (gaming media) and operation of a start switch, and multiple reels marked with various symbols are controlled to rotate. The reels are stopped sequentially in response to the lottery result and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line that is the line that is the subject of a payout, a predetermined number of medals is paid out, and other gaming benefits (hereinafter simply referred to as gaming benefits) are awarded to the player.
[0003] In addition, in a slot machine, a plurality of game states are provided that differ in the degree of advantage (game profit) of the player during the game. For example, when a winning combination (hereinafter referred to as a correct combination) with a large game profit is won and a winning type (hereinafter referred to as a selected winning type) overlaps with another winning combination, the operation mode of the stop switch that is the winning condition of the correct combination (hereinafter referred to as a correct operation mode) is notified (hereinafter, the performance that notifies the operation mode that is the winning condition of such a predetermined winning combination (assisting the winning of the correct combination) is simply referred to as an assist performance), and the player can easily display the symbol combination corresponding to the correct combination on the pay line. In addition, there are slot machines that use a RT (replay time) game state in which the winning probability of the replay role is set high, and a so-called ART game state in which the above-mentioned AT game state and the RT game state proceed simultaneously (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2011-010751 A Summary of the Invention [Problem to be solved by the invention]
[0005] A slot machine's main control board is connected to switches such as a bet switch, a start switch, and a stop switch. When such a switch is operated, the main control board may send a command to the sub-control board indicating that the switch has been operated.
[0006] However, if the switch operation status were to be randomly determined regardless of the progress of the game, and a command indicating that the switch has been operated were to be sent, this could hinder the smooth sending of other commands that are more important.
[0007] In view of the above problems, the present invention aims to provide a gaming machine that can appropriately determine whether or not a switch has been operated. [Means for solving the problem]
[0008] In order to solve the above problems, the gaming machine of the present invention, which has a main control unit that progresses a game and a sub-control unit that executes a presentation based on information from the main control unit, is equipped with a switch determination means that executes a switch determination process to determine whether a switch that inputs a signal to the main control unit in response to an operation has been operated, a number of insertions acquisition means that acquires the number of game values inserted in one game, a display means that displays specific information corresponding to the number of insertions in a lighting mode corresponding to the number of insertions, and a calculation processing means that performs a calculation process to derive the specific information, wherein the switch determination means executes the switch determination process at any timing while a first process is being executed, and does not execute the switch determination process while a second process different from the first process is being executed, and the calculation processing means determines the quotient of the number of insertions divided by 2 as the division result, adds the number of insertions to the division result as the addition result, and derives the specific information by performing a logical OR operation between the addition result and the number of insertions. In order to solve the above problem, another gaming machine of the present invention, which has a main control unit that progresses a game and a sub-control unit that executes a presentation based on information from the main control unit, is equipped with a switch determination means that executes a switch determination process to determine whether a switch that inputs a signal to the main control unit in response to an operation has been operated, a number of insertions acquisition means that acquires the number of game values inserted in one game, a display means that displays specific information corresponding to the number of insertions in a lighting mode corresponding to the number of insertions, and a calculation processing means that performs a calculation process to derive the specific information, wherein the switch determination means executes the switch determination process at any timing while a first process is being executed, and does not execute the switch determination process while a second process different from the first process is being executed, and the calculation processing means multiplies the number of insertions by 2, determines the multiplication result, subtracts 1 from the multiplication result to determine the subtraction result, and performs a logical OR operation between the subtraction result and the number of insertions to derive the specific information. Effect of the Invention
[0009] According to the present invention, it is possible to appropriately determine whether or not a switch has been operated. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Diagram 2] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Diagram 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Diagram 5] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 13 is a diagram showing a winning type lottery table. [Figure 7] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 8] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 9] 13 is a flowchart illustrating a CPU initialization process in a main control board. [Figure 10] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 11] 13 is a flowchart illustrating an error stop process in the main control board. [Figure 12] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 13] 11 is a flowchart illustrating an initialization start process in the main control board. [Figure 14] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 15] 13 is a flowchart explaining game start processing on the main control board. [Figure 16] 13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 17] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 18] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 19] 13 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 20] A flowchart explaining the non-advantageous presentation state processing executed in the state-specific module execution processing. [Figure 21] 13 is a flowchart illustrating the distribution presentation state processing executed in the state-specific module execution processing. [Figure 22] 13 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 23] 13 is a flowchart explaining the premonition performance state processing executed in the state-specific module execution processing. [Figure 24] A flowchart explaining the AT presentation state processing executed in the state-specific module execution processing. [Diagram 25] 13 is a flowchart explaining the special premonition effect state processing executed in the state-specific module execution processing. [Figure 26] 13 is a flowchart illustrating a special effect state process executed in the state-specific module execution process. [Figure 27] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 28] 13 is a flowchart explaining the reel stop processing in the main control board. [Figure 29] 13 is a flowchart illustrating a display determination process in a main control board. [Diagram 30] 13 is a flowchart explaining the payout process in the main control board. [Diagram 31] 13 is a flowchart explaining game transition processing on the main control board. [Diagram 32] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Diagram 33] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Diagram 34] 1 is a timing chart for explaining the processing flow of one game. [Diagram 35] 11 is a diagram for explaining the processing of a switch determination means and a command transmission means. FIG. [Diagram 36] 13A and 13B are diagrams for explaining other processes of the switch determination means and the command transmission means. [Figure 37] FIG. 2 is a diagram for explaining electrical connections around a main CPU. [Figure 38] FIG. 2 is a block diagram showing the internal configuration of a CPU core. [Figure 39] FIG. 2 is a diagram illustrating a configuration of a register. [Diagram 40] FIG. 2 is an explanatory diagram showing a memory map. [Diagram 41] 4 is a circuit diagram for explaining the circuit configuration of each display unit connected to a main control board. FIG. [Diagram 42]FIG. 13 is an explanatory diagram for explaining specific lighting control of the input number display. [Diagram 43] 13 is a flowchart showing specific processing of a DYNMOUT module. [Diagram 44] FIG. 11 is a diagram showing an example of a specific command of a DYNMOUT module. [Diagram 45] 13 is an explanatory diagram illustrating a manner in which lighting information of an input number display is derived based on the input number. FIG. [Figure 46] FIG. 13 is a diagram showing an example of another command of the DYNMOUT module. [Figure 47] 13 is an explanatory diagram illustrating a manner in which lighting information of an input number display is derived based on the input number. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0012] (Mechanical Configuration of Slot Machine 100) 1 and 2, a slot machine 100 as a gaming machine is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and three reels 110 (left reel 110a, center reel 110b, right reel 110c) are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal areas on the outer peripheral surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.
[0013] An operation unit installation stand 112 is formed on the upper part of the front lower door 106, and is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, and the like. The medal insertion unit 114 accepts insertion of medals as game value through a medal insertion port 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals among the medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits). The bet switch 116 includes a max bet switch for inserting (betting) a specified number of medals required for one game, and a 1 bet switch for inserting an additional medal within the range of the specified number.
[0014] The start switch 118 is, for example, a lever that can detect tilting operation, and detects the start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the stop operation by the player. In addition, when the stop switch 120 can be stopped, the first stop operation by the player of one of the stop switches 120a, 120b, and 120c is called the first stop, the second stop operation after the first stop, and the third stop operation after the second stop. The effect switch 122 is, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the push operation and rotation operation by the player.
[0015] A liquid crystal display unit 124 that displays various images associated with the performance is provided approximately in the center of the upper part of the front upper door 104. Performance lamps 126, for example, composed of high-brightness light-emitting diodes (LEDs), are provided at the upper part and on the left and right sides of the front upper door 104. Speakers 128 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the front upper door 104 and at the left and right positions on the rear surface of the front lower door 106.
[0016] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of medals credited (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals paid out.
[0017] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the lower front part of the front lower door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.
[0018] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144, the slot machine 100 transitions to a setting change mode, and the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages, for example, from 1 to 6. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six setting values, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), the setting change mode ends, and the game becomes possible. The settings can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.
[0019] In the slot machine 100, when a game can be started and a specified number of medals are bet, the active line is activated and the operation of the start switch 118 is activated. Here, the bet includes any of the following: inserting medals credited through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay role on the active line, which will be described in detail later. The active line is a line for determining whether a winning role has been won, and there is one active line in this embodiment. As shown in FIG. 3(b), among the nine symbols (three reels × three rows, top, middle, and bottom) facing the symbol display window 108, the active line A is set to a line connecting the positions corresponding to the symbols stopped in the middle row of the left reel 110a, the lower row of the middle reel 110b, and the upper row of the right reel 110c. An invalid line is a line other than the valid line A that is not used to determine whether a winning role has been won, and that displays other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from only the pattern combination displayed on the valid line A. In this embodiment, six invalid lines B1, B2, B3, C1, C2, and D shown in Figure 3(b) are assumed.
[0020] When the start switch 118 is operated by the player, the game is started, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for a winning type is executed. After that, the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. When a winning combination that can receive a medal payout is achieved based on the result of the lottery for a winning type and the combination of the symbols displayed on the pay line A, the medal is paid out. When a winning combination that can receive a medal payout is not achieved or when a winning combination that can receive a medal payout is achieved but not won, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c are all stopped.
[0021] In this embodiment, the above-mentioned one game refers to a game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on a replay role being displayed on the pay line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in response to the operation of the start switch 118 by the player, and the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, and when a winning role that may be awarded with a medal is won, the medal is paid out. In addition, when a player does not win a prize type that can receive a medal payout or wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, and the right reel 110c all stop. However, the start of one game may be interpreted as the operation of the start switch 118 by the player instead of the insertion of a medal or the winning of a replay role. The number of times such one game is repeated is defined as the number of games. In addition, such a one game in which a prize type lottery is performed and a payout can be received once is sometimes called a basic game to distinguish it from a pseudo game (simulated game) described later. Here, whether the basic game is played alone or in combination with the pseudo game, the completion of the basic game is considered as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.
[0022] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Moreover, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.
[0023] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c which functions as a work area, and the like, and generally controls the entire slot machine 100. Note that even if the power is cut off, the main RAM 200c retains data without erasing it, unless a setting change is made and the RAM is cleared.
[0024] The main control board 200 also has functional sections such as an initialization means 300, a betting means 302, a winning type selection means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command transmission means 316, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.
[0025] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of a medal into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a executes various processes based on the received detection signals.
[0026] The initialization means 300 executes initialization processing in the main control board 200. The betting means 302 bets medals to be used in a game. The winning type selection means 304 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.
[0027] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. In addition, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c in the previous game to enabling the operation of the stop switches 120a, 120b, 120c by the player to display the lottery result of the winning type lottery (which is disabled by the completion of the operation of the stop switches 120a, 120b, 120c in the previous game) to a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time. In this embodiment, as a reel effect, the basic game may be interrupted in response to the operation of the start switch 118 in the basic game, the progress of the basic game may be delayed, and during that time, the reels 110a, 110b, and 110c may be controlled to rotate, and the reels 110a, 110b, and 110c may be controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c, to perform a pseudo game similar to the basic game. Note that the pseudo game ends when the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. In addition, as an example of the pseudo game, a predetermined pattern (for example, a pattern constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping patterns similar to those in the basic game or different rotation control and stopping patterns, thereby increasing the interest of the game.The temporary stop indicates a state where the reels 110a, 110b, and 110c appear to be stopped, but are not completely stopped by continuing to change the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates a control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop and the temporary stop are treated simply as stop in the sense that the reels do not rotate in one direction but maintain their positions, and both the stop control and the temporary stop control are treated simply as stop control in the sense that the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, the center reel 110b, and the right reel 110c.
[0028] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 306 in response to an operation signal from the stop switch 120.
[0029] The determination means 308 determines whether or not a symbol combination corresponding to a winning role is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as winning. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (winning). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.
[0030] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. The presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.
[0031] The command sending means 316 sequentially determines game-related commands associated with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.
[0032] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value, and resets the count value after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value (hereinafter referred to as a winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used to determine a gaming profit to be awarded to a player, for example, a winning type by the winning type lottery means 304.
[0033] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls performances in particular based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power supply is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random number value generated by the random number generator 202d (hereinafter referred to as performance lottery random number) is mainly used to determine the mode of performance.
[0034] In addition, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334 that function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.
[0035] The initialization determination means 330 executes initialization processing in the sub-control board 202. The command receiving means 332 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122, and determines the performance of the game performed by each device of the liquid crystal display unit 124, the speaker 128, and the performance lamp 126 based on the received command. Specifically, the performance control means 334 determines image data to be displayed on the liquid crystal display unit 124, and illumination data for the performance through illumination devices such as the performance lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and determines audio data constituting the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined performance of the game. The performance also includes auxiliary performance. The auxiliary performance is a performance that notifies the player of the correct operation mode of the stop switches 120a, 120b, and 120c, which is the winning condition of the correct role, when the selected winning type in which the correct role and the incorrect role overlap is won in the winning type lottery. With such an auxiliary performance, the player can easily display the symbol combination corresponding to the correct role on the effective line A. The correct role refers to a winning role that is more advantageous than the incorrect role, including not only the medal payout due to the winning role winning, but also all the game profits obtained by the winning role winning. The performance state in which such an auxiliary performance is executed is called an AT (assist time) performance state. In addition, a so-called ART game state in which the AT performance state and the RT (replay time) game state in which the winning probability of the replay role is high proceed in parallel may be used.
[0036] In the following, notification means managed by a board other than the main control board 200 including the sub-control board 202, such as the liquid crystal display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). In addition, the main notification means capable of executing the auxiliary performance and the other notification means may be collectively referred to as the auxiliary performance execution means. The performance state control means 314 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state. In particular, in this embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) capable of identifying the operation mode (batting order) is displayed on the main payout display unit 132, and as the other notification means, the operation order is notified through the liquid crystal display unit 124, the performance lamp 126, and the speaker 128.
[0037] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 is an explanatory diagram for explaining the winning type selection table.
[0038] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts a corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the winning type lottery random number obtained according to the operation signal of the start switch 118 based on the extracted winning type lottery table.
[0039] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. The replay combination is a combination that allows the player to play again without placing a new bet of medals when a symbol combination corresponding to the replay combination is displayed on the active line A. The small combination is a combination that allows the player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. The bonus combination is a combination that allows the game state managed by the game state control means 312 to be shifted to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.
[0040] As shown in FIG. 5, the winning combination in this embodiment includes a bonus combination of the winning combination "RBB". In addition, the winning combinations "Replay 1" to "Replay 4" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 38" are provided as small combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 6" may be abbreviated as "9-piece combination", the winning combination "Small combination 7" as "3-piece combination", and the winning combinations "Small combination 8" to "Small combination 38" as "1-piece combination".
[0041] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 306 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 306 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 306 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.
[0042] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Small role 1" to "Small role 6", "Small role 11", "Small role 12", "Small role 16" to "Small role 19", and "Small role 38" are arranged on each reel 110 so that they can be displayed on the activated line A by the above-mentioned stop control. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB", "Replay 4", "Small role 7" to "Small role 10", "Small role 13" to "Small role 15", and "Small role 20" to "Small role 37" are not necessarily arranged on the activated line A by the above-mentioned stop control, so that so-called missed wins may occur. Such a winning role may be expressed as PB≠1.
[0043] As shown in Fig. 6, in the winning type lottery table, multiple winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In Fig. 6, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (internal RBB), game state during RBB operation (operating RBB)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of multiple game states is stored in the main ROM 200b. "◎" indicates a winning type that allows the lottery to be performed to move to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to be performed to move to an advantageous zone.
[0044] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of pieces of pieces from the winning area with the highest number in the winning type lottery table based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. In addition, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.
[0045] Here, we will add some details about the winning combination "RBB". A specified first-class special role (RB) is a role that increases the number of combinations of symbols related to winning every specified number, or increases the probability of the condition device related to winning every specified number activating, and is capable of activating in a predetermined case and continuing to operate until the result of the game is obtained not more than 12 times. Here, the condition device is a device whose operation is a necessary condition for the display of a combination of symbols related to winning, replay, the operation of a role, or the operation of a role continuous operation device, and is activated when a winning type lottery (a lottery by a computer executed in the gaming machine) is won, that is, it means a winning flag.
[0046] According to the winning type lottery table in Figure 6, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the pay line A, and no medals will be paid out, etc.
[0047] In addition, winning area 1 is associated with a winning type "Bell ALL" which includes the winning roles "Small Role 1" to "Small Role 38" in duplicate, and winning area 2 is associated with a winning type "1-coin ALL" which includes the winning roles "Small Role 8" to "Small Role 38" in duplicate.
[0048] In addition, the winning areas 3 to 13 are associated with the winning types "Reach Eye 1" to "Reach Eye 11", which include a winning combination of "1 coin combination" with a payout of 1 coin. In the following, the 11 winning types of the winning areas 3 to 13 may be simply referred to as the winning types "Reach Eye".
[0049] In addition, the winning area 14 is associated with the winning type "Cherry A" which includes the winning role "Small role 14" with a payout of one coin, the winning role "Small role 32", the winning role "Small role 33", the winning role "Small role 36", and the winning role "Small role 38" in overlapping fashion, and the winning area 15 is associated with the winning type "Cherry B" which includes the winning role "Small role 7" with a payout of three coins and the winning role "Small role 36" with a payout of one coin in overlapping fashion. In the following, the two winning types in the winning areas 14 and 15 may be simply referred to as the winning type "Cherry".
[0050] In addition, the winning regions 16 to 31 are associated with the selected winning types (winning types "batting order bell A3" to "batting order bell A6", winning types "batting order bell B3" to "batting order bell B6", winning types "batting order bell C3" to "batting order bell C6", winning types "batting order bell D3" to "batting order bell D6") that overlap with either of the correct combinations (winning combinations "small combination 1" to "small combination 6") that result in nine coins being paid out, and either of the incorrect combinations (winning combinations "small combination 16" to "small combination 35") that result in one coin being paid out. In the following, the 16 winning types in the winning regions 16 to 31 may be simply referred to as the winning type "batting order bell".
[0051] In addition, winning area 32 is associated with a winning type "common bell 1" which includes overlapping winning roles "small role 1", "small role 17", and "small role 18", winning area 33 is associated with a winning type "common bell 2" which includes overlapping winning roles "small role 2", "small role 17", and "small role 18", and winning area 34 is associated with a winning type "common 1 coin" which includes overlapping winning roles "small role 8" to "small role 13", "small role 15", and "small role 36" to "small role 38".
[0052] In addition, winning area 35 is associated with a winning type "Replay A" that includes the winning roles "Replay 1" to "Replay 4" in overlapping fashion, and winning area 36 is associated with a winning type "Replay B" that includes the winning roles "Replay 1," "Replay 2," and "Replay 4" in overlapping fashion.
[0053] In addition, the winning area 37 is associated with the winning type "RBB" which includes the winning role "RBB" alone, the winning areas 38 to 40 are associated with the winning types "RBB reach eye 1" to "RBB reach eye 3" which include the winning role "RBB" and any of the winning roles "1-coin role" with a payout of 1 coin overlapping, the winning area 41 is associated with the winning type "RBB Cherry A" which includes the winning role "RBB", the winning role "small role 14" with a payout of 1 coin overlapping, the winning role "small role 32", the winning role "small role 33", the winning role "small role 36", and the winning role "small role 38" overlapping, and the winning area 42 is associated with the winning type "RBB common 1 coin" which includes the winning role "RBB" and the winning roles "small role 8" to "small role 13", "small role 15", and "small role 36" to "small role 38" overlapping.
[0054] In addition, when a winning type that includes multiple overlapping winning roles is won, the winning conditions for which winning role corresponding to the symbol combination to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).
[0055] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120a, 120b, 120c that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."
[0056] For example, when the winning type "Reach Eye 1" in the winning area 3 is won and an operation is performed in the correct operation mode (batting order 1, 2), the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 13", which is a correct role with a payout of one coin, is preferentially displayed on the effective line A. Also, when an operation is performed in the batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of one coin, is always displayed on the effective line A. Also, when each winning type in the winning areas 4 to 14 is won, as with the winning type "Reach Eye 1" in the winning area 3, when an operation is performed in the correct operation mode (batting order 1, 2), the stop control is performed so that the symbol combination corresponding to the correct role with a payout of one coin is preferentially displayed on the effective line A, and when an operation is performed in the batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of one coin, is always displayed on the effective line A.
[0057] In addition, when the winning type "batting order bell A3" in the winning area 16 is won and an operation is performed in the correct operation mode (batting order 3), the stop control is performed so that the symbol combination corresponding to the winning role "small role 3", which is a correct role with a payout of 9 coins, is preferentially displayed on the effective line A. In addition, when an operation is performed in the batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1 coin role", which is an incorrect role with a payout of 1 coin, is displayed on the effective line A with a probability of 1 / 1, 1 / 2, or 1 / 4.
[0058] The winning probability (number of pieces) of each winning type in the winning areas 16 to 31 is set to be equal. Since a player usually cannot know which winning type he / she has won, the above-mentioned winning areas 16 to 31 are provided to make it difficult for a correct combination to win. Also, as described above, even if the stop switches 120a, 120b, and 120c are operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB ≠ 1).
[0059] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned off after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.
[0060] (Game state transition) Here, the transition of the game state will be explained with reference to FIG. 7. Here, multiple game states are prepared, such as a non-internal game state, a game state in the RBB, and a game state in the RBB operation. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending. The types of winnings that can be won in each game state are represented by "◎" or "○" in FIG. 6.
[0061] The non-internal game state is a game state that corresponds to an initial state in a plurality of game states. In such a non-internal game state, the winning probability of a replay role is set to about 1 / 7.3. In addition, in the non-internal game state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 30). The game state control means 312 transitions the game state in response to the winning of the winning role "RBB". For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the game state control means 312 transitions the game state to a game state in which RBB is operating (1).
[0062] In the game state with the RBB in operation, the winning probability of the replay role is set to 0. In this game state with the RBB in operation, the winning type "Bell ALL" is set in the winning area 1, and "1 coin ALL" is set in the winning area 2 as the possible winning types. When the winning type "Bell ALL" is won, a symbol combination corresponding to any of the winning roles "Small role 1" to "Small role 38" is displayed on the effective line A, and when the winning type "1 coin ALL" is won, the symbols are stopped and controlled so that a symbol combination corresponding to any of the winning roles "Small role 8" to "Small role 38" is displayed on the effective line A. Here, the expected number of coins to be won per unit of play in the game state with the RBB in operation is lowered by the configuration of such a small role.
[0063] When the end condition of the RBB operation gaming state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 312 transitions the gaming state to a non-internal gaming state (2).
[0064] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the activated line A, the game state control means 312 transitions the game state to an RBB internal game state (3).
[0065] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 7.3. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.
[0066] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing auxiliary performance in the AT performance state in the RBB internal game state, medals can be easily won. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, so that there are fewer chances of winning the correct combination than in the AT performance state in other game states, and it is difficult for the player to increase the medals he owns. Therefore, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal winning performance.
[0067] (Transition of performance state) 8 is an explanatory diagram for explaining the transition of the presentation state. The presentation state transition caused by the presentation state control means 314 in the main control board 200 will be described in detail below.
[0068] Here, in order to comprehensively and uniformly determine whether or not the game state with high medal acquisition performance is biased, a game zone having a performance related to the instruction function, that is, a game zone advantageous to a player, including a game zone in which an auxiliary performance (instruction function) is executed, is defined as an advantageous zone. Note that the advantageous zone is a game zone in which, when an auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance in the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 only when the content of the instruction is displayed on the main notification means so that the main control board 200 can identify it. Also, unlike the advantageous zone, a game zone in which the auxiliary performance (instruction function) cannot be executed is defined as a non-advantageous zone. Therefore, a plurality of performance states belong to either an advantageous zone or a non-advantageous zone, which are game zones. In this embodiment, almost all performance states belong to an advantageous zone, and a non-advantageous zone is realized in some performance states (here, non-advantageous performance states).
[0069] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selected winning type in which the payout for the correct role is the maximum (here, 9 coins), when an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in the winning of the correct role, the fact must be notified, for example, by lighting up the zone indicator 160.
[0070] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.
[0071] Therefore, the presentation state control means 314 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, the advantageous zone is forcibly terminated when the following termination conditions are met, regardless of such management. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of stay games reaches 1500 games or 3000 games, or MY exceeds 2400). Note that MY indicates the difference number of coins when the difference number is set to 0 when it is the lowest. Note that in a medal-less gaming machine that can proceed with the game without the intervention of actual medals while maintaining the playability of the slot machine, there is no need to set a limit on the number of stay games, so the advantageous zone is forcibly terminated based on MY exceeding 2400 coins in the advantageous zone. In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.
[0072] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.
[0073] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it is possible to acquire many medals while suppressing medal consumption. Therefore, by moving to the advantageous zone, the player can proceed with the game more advantageously than in the non-advantageous zone. Here, as the performance states of the advantageous zone, there are provided a normal performance state, a premonition performance state, an AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different gameplay. Each performance state will be explained individually below.
[0074] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is the presentation state that is likely to be in at the start of the game among multiple presentation states. The presentation state control means 314 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the AT presentation state, and the presentation state control means 314 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 314 transitions the presentation state to a premonition presentation state that corresponds to the previous stage of the AT presentation state (1), and causes the presentation control means 334 to execute a premonition presentation that increases the expectation that the transition to the AT presentation state has been decided. In addition, even if the AT lottery is not won, the presentation state control means 314 may cause the presentation control means 334 to execute a premonition presentation while maintaining the normal presentation state, so that the player can expect that the transition to the AT presentation state has been decided. In addition, the presentation state control means 314 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 314 transitions the presentation state to a premonition presentation state (1).
[0075] (Premonition performance state) The premonition performance state belongs to the advantageous zone, and is a performance state in which the premonition performance is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The premonition performance (real premonition performance) executed in the premonition performance state and the premonition performance (false premonition performance) executed in the normal performance state are similar in display mode and number of continuous games. Therefore, the player cannot tell which performance state he is in just by watching the premonition performance. However, the premonition performance executed in the premonition performance state is different from the premonition performance executed in the normal performance state in that the result that the transition to the AT performance state has been decided is finally notified. Therefore, the player will hope that the premonition performance state is one in which the result that the transition to the AT performance state has been decided is notified in the premonition performance. Then, the performance state control means 314 always transitions the performance state to the AT performance state when the premonition performance state ends (2). That is, if the premonition performance is executed in the premonition performance state, the performance state will always transition to the AT performance state. In this respect, the premonition presentation state is more advantageous to the player than the normal presentation state. Also, the decision to transition to the premonition presentation state is synonymous with the decision to transition to the subsequent AT presentation state, and transitioning to the premonition presentation state (i.e., transitioning to the AT presentation state) and, as another example, directly transitioning to the AT presentation state are sometimes referred to as transitioning to a specific presentation state.
[0076] (AT performance state) The AT presentation state belongs to an advantageous zone, and the auxiliary presentation is executed until a predetermined end condition is met, for example, until the difference between the number of medals inserted (the number of medals bet) and the number of medals paid out reaches a predetermined difference (300 medals or 100 medals). In the AT presentation state, the presentation state control means 314 performs a lottery for adding the difference in the number of medals with a probability corresponding to the winning type determined by the winning type lottery. When the addition lottery is won, the presentation state control means 314 adds the winning difference in the number of medals to the predetermined difference in the number of medals, which is the ending condition. In this way, the ending condition of the AT presentation state changes. Then, when the predetermined ending condition is met, the presentation state control means 314 transitions the presentation state to the normal presentation state (3).
[0077] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the AT presentation state, and when the premonition presentation starts, hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the AT presentation state is not notified in the premonition presentation, the normal presentation state continues, and if the transition to the AT presentation state is notified in the premonition presentation, the AT presentation state is executed after the premonition presentation state ends.
[0078] When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (3), but may transition the presentation state to a non-advantageous presentation state (4) and reset the advantageous zone. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, the player is not able to tell whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.
[0079] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 314 determines the transition to the advantageous section with a probability of about 1 / 2 for each play, and when the transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of stays in the non-advantageous presentation state is often short-term (a few plays).
[0080] (Distribution performance status) The allocation presentation state belongs to the advantageous zone, and is always passed through when moving from the non-advantageous zone to the advantageous zone, and is maintained for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 314, for example, determines a transition to the premonition presentation state with a probability of 1 / 10 and transitions the presentation state to the premonition presentation state (6), or determines a transition to the normal presentation state with a probability of 9 / 10 and transitions the presentation state to the normal presentation state (7). However, the ratio of such allocation is not limited to premonition presentation state:normal presentation state=1:9, and can be determined arbitrarily.
[0081] If the premonition presentation state is determined in the distribution presentation state, the presentation state will always transition to the AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if the premonition presentation state is not determined in the distribution presentation state, the presentation state will be the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery is made different depending on the route to the normal presentation state. For example, as described above, when the presentation state transitions directly from the AT presentation state to the normal presentation state (3), the presentation state control means 314 performs the AT lottery with a low probability (for example, 1 / 4000) in the normal presentation state that transitioned from the AT presentation state (not transitioned from the non-advantageous presentation state).
[0082] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the allocation presentation state to the normal presentation state due to the transition from the non-advantageous section to the advantageous section (7), the presentation state control means 314 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will be won eventually. Note that here, two patterns of low probability (for example, 1 / 4000) and high probability (for example, 1 / 8) have been given as the winning probability of the AT lottery, but it is also possible to provide three or more patterns for the winning probability, and perform the AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., as long as it is easier to determine a transition to an AT presentation state in a normal presentation state transitioned from a non-advantageous presentation state than in a normal presentation state not transitioned from a non-advantageous presentation state, and for example, if the winning probability of the AT lottery in a normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in a normal presentation state not transitioned from a non-advantageous presentation state, the winning probability can be set arbitrarily.
[0083] However, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won, the presentation state control means 314 does not immediately transition to the premonition presentation state, but instead keeps the normal presentation state for, for example, a block period of 96 games after the distribution presentation state ends, and prohibits transition to the AT presentation state. Specifically, the presentation state control means 314 turns on the present premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The present premonition permission flag is a flag indicating whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the present premonition permission flag is turned on, it remains in the ON state until transition to the premonition presentation state, so even if the AT lottery is won thereafter, the present premonition permission flag remains in the ON state. Note that, when transitioning from the distribution presentation state to the normal presentation state, the presentation state control means 314 determines the number of games within 96 games by lottery, and sets it as the block period. However, the block period is set so that 96 games are often selected.
[0084] The presentation state control means 314 counts the number of plays after the allocation presentation state ends, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON or not. Then, when the block period has elapsed (reaching a predetermined number of plays corresponding to the block period) and the premonition permission flag is ON, the presentation state control means 314 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the premonition presentation state will not be transitioned to unless at least 96 plays corresponding to the block period are consumed.
[0085] In this way, if the player goes through the non-advantageous performance state (non-advantageous zone), the player can obtain the following benefits. That is, with a probability of 1 / 10, the player immediately transitions to the premonition performance state, and then transitions to the AT performance state via the premonition performance state, or with a probability of 9 / 10, the player transitions to the normal performance state, and then the premonition performance is executed after the block period has elapsed, and then transitions to the AT performance state via the premonition performance state. Then, after the non-advantageous performance state and the allocation performance state end, for example, the premonition performance begins after 0 to 96 games have elapsed, and after the premonition performance ends, that is, after the non-advantageous performance state and the allocation performance state end, for example, after 32 to 128 games have elapsed, the player transitions to the AT performance state. In this way, winning the AT lottery with a high probability for a predetermined number of games is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to the non-advantageous performance state (non-advantageous zone), that is, to reset the advantageous zone.
[0086] Here, when passing through a non-advantageous presentation state, that is, when moving from a non-advantageous zone to an advantageous zone, a normal presentation state that is likely to transition to an AT presentation state is adopted, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the AT presentation state will be executed again (pulled back) until 128 games have passed. Therefore, the player will continue playing in the hope of the AT presentation state being pulled back after the AT presentation state ends, and the operation rate of the slot machine 100 can be improved.
[0087] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 executes a chance zone with an increased probability of winning the AT lottery over multiple games every time a predetermined number of games are consumed, just like the normal presentation state transitioned from the AT presentation state. When the AT lottery is won in such a chance zone, regardless of whether it is in the above-mentioned block period or not, the presentation state control means 314 transitions the presentation state to a premonition presentation state. In addition, in the normal presentation state transitioned from the non-advantageous presentation state, it should be possible to transition to the premonition presentation state after the block period has elapsed. In that case, by deciding to transition to the AT presentation state by itself, the AT presentation state that should have been acquired will be lost instead, and there is a risk that the player's motivation to play will be reduced. Therefore, when the AT lottery is won by itself in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state again after the end of the subsequent AT presentation state (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the AT presentation state to be executed at least twice.
[0088] In this embodiment, as described above, when the AT presentation state ends, the presentation state control means 314 may directly transition the presentation state to a normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is that a transition to an AT presentation state with a predetermined gaming profit is won in the AT lottery. For example, there are multiple types of AT presentation states with different probabilities of the number of continued plays and the number of difference coins. When a specific AT presentation state is won, the presentation state control means 314 always transitions the presentation state to a non-advantageous presentation state after the AT presentation state ends (4). In addition, even if a specific AT presentation state is not won, the presentation state control means 314 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the AT presentation state ends (4).
[0089] Here, the advantageous zone is reset once. Therefore, the player can move to the AT performance state with high gaming profits with a relatively small number of games from the start of the number of games allowed in the advantageous zone, for example, 1500 games or 3000 games, and can obtain gaming profits by effectively using the number of games allowed in the advantageous zone.
[0090] In addition, in this embodiment, as described above, when the AT lottery is won in the normal presentation state after the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the premonition presentation state (1). However, when the number of stays in the normal presentation state reaches a predetermined number of plays (for example, 600 plays) without transitioning to the AT presentation state, and the AT lottery is won in the normal presentation state, the presentation state control means 314 finally decides to transition to the non-advantageous presentation state, and, without transitioning the presentation state to the premonition presentation state, performs a premonition presentation (false premonition presentation) to notify that the AT presentation state has not been directly transitioned to, and then transitions to the special premonition presentation state (9). Here, the predetermined transition condition for determining the transition to the non-advantageous performance state (non-advantageous zone) is described as winning the AT lottery in the normal performance state after the number of games stayed in the normal performance state reaches a predetermined number of games (for example, 600 games), but the predetermined transition condition is not limited to this case, and may be winning the AT lottery in the normal performance state after the number of games stayed in the advantageous zone reaches a predetermined number of games. Also, instead of or in addition to the above, the predetermined transition condition may be winning the AT lottery again in the normal performance state after the number of games stayed in the normal performance state reaches a predetermined number of games (for example, 871 games) (so-called ceiling function), or winning the AT lottery again based on not winning the AT lottery in the chance zone (CZ).
[0091] (Special premonition state) The special premonition performance state belongs to an advantageous zone and is a performance state that stays for a predetermined number of games (for example, 10G), and a special performance state lottery is performed and a premonition performance that indicates the expected probability of transition to the special performance state is executed. Here, the special performance state lottery is a lottery for adding the difference number, and the transition to the special performance state is determined by adding the difference number one or more times. The performance state control means 314 performs a special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the gaming profit differs stably and stepwise depending on the setting value. For example, in two arbitrarily extracted setting values, the higher setting value is designed to have a higher probability of adding the difference number by the special performance state lottery than the lower setting value. Therefore, for example, the expected number of added winnings is 100 for setting 1 and 200 for setting 6, and a gameplay in which it is relatively easy to obtain gaming profits with the higher setting value can be configured. When the special presentation state lottery is won, the presentation state control means 314 sets the cumulative total of the added difference number (ending number) as the end condition of the special presentation state, and shifts the presentation state to the special presentation state (10). Also, if the special presentation state lottery is not won, the presentation state control means 314 shifts the presentation state directly to the non-advantageous presentation state (11). Note that, here, an example in which the difference number is added by the special presentation state lottery in the special presentation state has been described, but this is not limited to such a case, and a predetermined difference number may be added, or the difference number may be added by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example in which the difference number is added in the special presentation state has been described, but this is not limited to such a case, and the number of winnings (number of payouts) or the number of continued games may be added.
[0092] (Special performance state) The special presentation state (special state) belongs to the advantageous zone, and the auxiliary presentation is executed until a predetermined end condition is satisfied. The end condition is, for example, that the provision of the game profit determined before the start of the special presentation state, such as the acquired difference number reaching the end number, is completed during the special presentation state. For example, at the end of the special premonition presentation state (at the start of the special presentation state), the end number (the cumulative total of the added difference number) is determined by a special presentation state lottery in the special premonition presentation state. Then, when the end number is provided to the player in the special presentation state (when the acquired difference number reaches the end number), the end condition is satisfied, and the special presentation state ends. Here, the end number is not changed in the special presentation state (the special presentation state is not extended). Then, when the predetermined end condition is satisfied, the presentation state control means 314 shifts the presentation state to a non-advantageous presentation state (12).
[0093] If the player wins the AT lottery after the number of stay plays in the normal presentation state exceeds a predetermined number of plays (for example, 600 plays), the player will always transition to a non-advantageous presentation state via a special premonition presentation state (11), (12), and as a result, the player can transition to the AT presentation state. Here, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state and resets the advantageous zone once, so that the player can transition to an AT presentation state with high gaming profits from the start of the number of stay plays allowed in the advantageous zone, for example, 1500 plays or 3000 plays, and it becomes possible to obtain gaming profits by effectively utilizing the number of stay plays allowed in the advantageous zone.
[0094] In addition, since the normal presentation state, which is reached by passing through the special presentation state, non-advantageous presentation state, and allocation presentation state, has a higher probability of winning the AT lottery than the normal presentation state which is reached directly from the AT presentation state, a predetermined display is made on the liquid crystal display unit 124 to indicate that there is a high possibility of transitioning to the AT presentation state so that the player can understand this.
[0095] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 600 games) in the normal performance state, the AT lottery is won after the number of stay games exceeds a predetermined number of games, and in the case where the AT lottery is won before the predetermined number of games, the game profit is not very different from the viewpoint that the AT performance state can be executed once, although the advantageous zone is reset. In the latter case, the AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the AT performance state is often started after waiting for the passage of a further block period. In that case, it can be said that the game profit is smaller in the former case, since medals are consumed in the normal game state until the transition to the AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds a predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if the lottery is won, additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.
[0096] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the AT performance state.
[0097] In addition, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the AT performance state, and the special performance state is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins to be won in the AT performance state becomes large, the special performance state can absorb the fluctuation, and the design value of the expected number of coins to be won in the AT performance state can be increased while further suppressing the fluctuation range of the expected number of coins to be won according to the set value.
[0098] Also, when the AT presentation state is ended and the normal presentation state is directly transitioned to (3), and the number of games played in the normal presentation state reaches a predetermined number of games (e.g., 871 games) without transitioning to the AT presentation state (so-called ceiling function), the presentation state control means 314 resets the advantageous section and transitions the presentation state to the non-advantageous presentation state (13). Then, as described above, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 0 to 96 games have elapsed, the premonition presentation starts, and after the premonition presentation ends, that is, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 32 to 128 games have elapsed, the presentation state can be transitioned to the AT presentation state. Therefore, if the game is continued in the normal presentation state without transitioning to the AT presentation state, the AT presentation state will be transitioned to within a predetermined number of games (e.g., 999 games). With this ceiling function, the player can have a sense of security that he or she can receive a rescue measure even if he or she is unlucky and consumes a lot of medals. In addition, once the normal presentation state has been played to a certain extent, the expected number of coins to be won if the player continues playing increases, and the player will continue playing up to the ceiling (for example, 999 plays), thereby improving the operating rate of the slot machine 100.
[0099] In addition, the predetermined number of plays (for example, 96 to 871 plays) in such a ceiling function is determined at the following timing. For example, in the case of directly transitioning from the AT presentation state to the normal presentation state (3), the presentation state control means 314 determines the predetermined number of plays (for example, 96 to 871 plays) of the ceiling function in the normal presentation state at the time of transition from the AT presentation state to the normal presentation state. In addition, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state (7), the presentation state control means 314 determines the predetermined number of plays (for example, 96 to 871 plays) of the ceiling function in the normal presentation state at the time of transition from the allocation presentation state to the normal presentation state. However, unlike the case of transitioning from the AT presentation state to the normal presentation state, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state, there is a high probability of winning the AT lottery, so in many cases the omen presentation state is transitioned to after the block period has elapsed, and the ceiling function is rarely executed.
[0100] In the above embodiment, the winning probability of the AT lottery in the normal presentation state is high (e.g., 1 / 8) when the non-advantage presentation state transitions to the normal presentation state, and low (e.g., 1 / 4000) when the AT presentation state transitions directly to the normal presentation state, but this is not limited to the above case. For example, when the AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery at the start of the normal presentation state is low, but it may transition to a high probability by a promotion lottery, or may transition to a low probability by a demotion lottery. In addition, when the AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.
[0101] In the above embodiment, the number of stays in the normal performance state that can be shifted to the special performance state is set to 600, and the ceiling of the ceiling function is set to 871, assuming that the number of stays allowed in the advantageous zone is 1500. However, this is not the only case. In the case where the number of stays allowed in the advantageous zone is 3000, the number of stays in the normal performance state that can be shifted to the special performance state and the ceiling of the ceiling function may be set to a higher value, for example, 1200 or 2000, to increase the expected number of coins to be won in the AT performance state. In addition, as described above, in a medalless gaming machine, there is no need to set a limit on the number of stays (1500 or 3000), and the advantageous zone is forcibly terminated based on the fact that MY exceeds 2400 coins in the advantageous zone. Therefore, in a medalless gaming machine, for example, the difference in number of coins in the normal performance state that can transition to the special performance state may be set to 900 coins, and the ceiling of the ceiling function may be set to 1200 coins, as long as the value of the advantageous zone MY counter that counts the difference in number of coins (MY) in the advantageous zone does not reach 2400 coins. In this way, the number of games that is the condition can be determined arbitrarily.
[0102] Specific processing in the main control board 200 and the sub-control board 202 will be described below with reference to a flowchart.
[0103] (CPU initialization process of main control board 200) 9 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0104] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required for executing various processes.
[0105] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.
[0106] (Step S100-5) The main CPU 200a judges whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0107] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.
[0108] (Step S100-9) The main CPU 200a executes the processes required to permit access to the main RAM 200c.
[0109] (Step S100-11) The main CPU 200a executes a checksum confirmation process. Here, the main CPU 200a calculates a checksum, and judges whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power off, and whether the backup is abnormal. If the main CPU 200a judges that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and if it judges that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.
[0110] (Step S100-13) The main CPU 200a judges whether the backup abnormality flag is on. If it is judged that the backup abnormality flag is on, the process proceeds to step S110, and if it is judged that the backup abnormality flag is not on, the process proceeds to step S120.
[0111] (Step S110) The main CPU 200a executes a cold start process, which will be described later.
[0112] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0113] (Step S130) The main CPU 200a executes a state restoration process to restore the state immediately before the power was turned off, as will be described later.
[0114] FIG. 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.
[0115] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c, and executes a used area RAM check process to detect any abnormality in the used area.
[0116] (Step S110-3) The main CPU 200a clears the separate area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the separate area. If an abnormality is detected in the separate area in the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.
[0117] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.
[0118] (Step S110-7) The main CPU 200a judges whether an abnormality has been detected in the above step S110-1. If it is judged that an abnormality has been detected in the above step S110-1, the process proceeds to step S112, and if it is judged that an abnormality has not been detected in the above step S110-1, the process proceeds to step S110-9.
[0119] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.
[0120] (Step S110-11) The main CPU 200a judges whether the RAM read / write error flag is on. If it is judged that the RAM read / write error flag is on, the process proceeds to step S112, and if it is judged that the RAM read / write error flag is not on, the process proceeds to step S120.
[0121] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0122] (Step S110-13) The main CPU 200a sets an error code "E7" which indicates a backup error.
[0123] (Step S112) The main CPU 200a executes an error stop process for stopping the progress of the game due to an error, which will be described later.
[0124] FIG. 11 is a flowchart illustrating the error stop processing (S112) in the main control board 200.
[0125] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.
[0126] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and an alarm sound.
[0127] (Step S112-5) The main CPU 200a sets external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.
[0128] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5 above.
[0129] (Step S112-9) The main CPU 200a goes into a permanent loop, which stops the progress of the game.
[0130] FIG. 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.
[0131] (Step S120-1) The main CPU 200a acquires a signal from the input port 1, and judges whether the set value switching condition is satisfied based on the acquired signal from the input port 1. As a result, if it is judged that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is judged that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal from the input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open or not, and a signal indicating whether the setting key is turned on or not. Here, it is judged that the set value switching condition is satisfied when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.
[0132] (Step S120-3) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.
[0133] (Step S120-5) The main CPU 200a executes a table content setting process for transferring table data of the setting value switching data table to the main RAM 200c.
[0134] (Step S120-7) The main CPU 200a sets in the transmission buffer a setting change start command, which indicates the start of changing the setting value.
[0135] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0136] (Step S120-11) The main CPU 200a obtains setting value data indicating the current setting values.
[0137] (Step S120-13) The main CPU 200a judges whether the on-edge of the setting change switch has been detected in the above step S120-9. If it is judged that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is judged that the on-edge of the setting change switch has been detected, the process proceeds to step S120-15.
[0138] (Step S120-15) The main CPU 200a increments the setting value data by one.
[0139] (Step S120-17) The main CPU 200a judges whether the set value data is within the range (1 to 6) that can be set as a set value. If it is judged that the set value data is within the range, the process proceeds to step S120-21, and if it is judged that the set value data is not within the range, the process proceeds to step S120-19.
[0140] (Step S120-19) The main CPU 200a sets the setting value data to 0.
[0141] (Step S120-21) The main CPU 200a updates the setting value data to the value incremented or set in the above step S120-15 or step S120-19.
[0142] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value in the main credit display section 130.
[0143] (Step S120-25) The main CPU 200a judges whether the on edge of the setting change switch has been detected. If it is judged that the on edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is judged that the on edge of the setting change switch has been detected, the process proceeds to step S120-27.
[0144] (Step S120-27) The main CPU 200a judges whether the setting change switch is on. If it is judged that the setting change switch is on, the process proceeds to step S120-27, and if it is judged that the setting change switch is not on, the process proceeds to step S120-29.
[0145] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.
[0146] (Step S120-31) The main CPU 200a executes a timer wait process for waiting until the setting change switch interval timer counts down to 0.
[0147] (Step S120-33) The main CPU 200a judges whether or not it has detected an on-edge of the start switch 118. As a result, if it is judged that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is judged that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.
[0148] (Step S120-35) The main CPU 200a judges whether the setting key is off, and if it is judged that the setting key is off, the process proceeds to step S120-35, and if it is judged that the setting key is not off, the process proceeds to step S120-37.
[0149] (Step S120-37) The main CPU 200a judges whether the setting key is on or not, and if it is judged that the setting key is on, the process proceeds to step S120-37, and if it is judged that the setting key is not on, the process proceeds to step S122.
[0150] (Step S122) The main CPU 200a executes an initialization start process to start the initialization start, which will be described later.
[0151] FIG. 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.
[0152] (Step S122-1) The main CPU 200a sets in the transmission buffer a setting change end command indicating that the change of the setting value has been completed.
[0153] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.
[0154] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.
[0155] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.
[0156] (Step S122-9) The main CPU 200a executes a setting change RAM clear process for clearing another area of the main RAM 200c.
[0157] (Step S122-11) The main CPU 200a executes a RAM clear process to clear areas in the main RAM 200c that should be cleared when the settings are changed.
[0158] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in a transmission buffer.
[0159] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.
[0160] FIG. 14 is a flowchart illustrating the state restoration process (S130) in main control board 200.
[0161] (Step S130-1) The main CPU 200a restores the stack pointer.
[0162] (Step S130-3) The main CPU 200a executes an unused area clear process to clear unused areas in the main RAM 200c.
[0163] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.
[0164] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.
[0165] (Step S130-9) The main CPU 200a executes a port input process for updating the image of the input port.
[0166] (Step S130-11) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit, based on the image of the input port updated in step S130-9.
[0167] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.
[0168] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operation state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating=3, rotating steadily=2, stopped=1, and waiting=0 according to the operation state of the stepping motor 152.
[0169] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it is determined that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, the process proceeds to step S130-19.
[0170] (Step S130-19) The main CPU 200a executes a rotation error process that performs settings when an error is detected in the reels 110a, 110b, and 110c.
[0171] (Step S130-21) The main CPU 200a restores the saved register group.
[0172] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, whereby the main CPU 200a restores to the state it was in immediately before the power was turned off.
[0173] FIG. 15 is a flowchart illustrating the game start process (S200) in the main control board 200.
[0174] (Step S200-1) The main CPU 200a executes a re-play state identification signal output setting process for outputting a re-play state identification signal indicating whether or not a re-play is being performed.
[0175] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bets).
[0176] (Step S200-5) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S200-3 above.
[0177] (Step S200-7) The main CPU 200a sets a game start wait timer.
[0178] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer counts down to 0.
[0179] (Step S200-11) The main CPU 200a executes a one-game RAM clear process for clearing an area to be cleared for each game among the used areas in the main RAM 200c.
[0180] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.
[0181] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0182] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.
[0183] FIG. 16 is a flow chart for explaining the medal insertion process (S210) in the main control board 200. As shown in FIG.
[0184] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0185] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0186] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.
[0187] (Step S210-7) The main CPU 200a judges whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in the above step S210-5. If it is judged that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is judged that at least one of the front upper door 104 and the front lower door 106 is not closed, the process proceeds to step S210-9.
[0188] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.
[0189] (Step S210-11) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.
[0190] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.
[0191] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0192] (Step S210-17) When a credit switch (not shown) for paying back the accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back the accumulated medals.
[0193] (Step S210-19) The main CPU 200a executes a process related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the reserved number is subtracted by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, the amount is added to the reserved number.
[0194] (Step S210-21) The main CPU 200a executes a medal acquisition process for checking whether the number of inserted medals is a specified number.
[0195] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a judges whether the number of inserted coins is equal to the specified number. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-1. If it is judged that the number of inserted coins is equal to the specified number, the process proceeds to step S210-25.
[0196] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.
[0197] (Step S210-27) The main CPU 200a judges whether or not it has detected a falling edge (pressing) of the start switch 118. As a result, if it is judged that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is judged that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.
[0198] (Step S210-29) The main CPU 200a clears the main payout display unit buffer to clear the display of the main payout display unit 132.
[0199] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process for clearing the re-play state identification signal.
[0200] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing for turning off (extinguishing) the start indicator.
[0201] (Step S210-35) The main CPU 200a sets a lever press command, which indicates that the start switch 118 has been pressed, in the transmission buffer.
[0202] (Step S220) The main CPU 200a executes an internal lottery process for carrying out a lottery for determining the type of winning, which will be described later.
[0203] FIG. 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.
[0204] (Step S220-1) The main CPU 200a acquires the setting value data.
[0205] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.
[0206] (Step S220-5) The main CPU 200a judges whether the setting value data acquired in the above step S220-1 is abnormal. If it is judged that the setting value data is abnormal, the process proceeds to step S112, and if it is judged that the setting value data is not abnormal, the process proceeds to step S220-7.
[0207] (Step S220-7) The main CPU 200a obtains the winning type lottery random number updated by the random number generator 200d.
[0208] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a game state.
[0209] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0210] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.
[0211] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes a lottery data acquisition process for shifting the winning area by one.
[0212] (Step S220-17) The main CPU 200a judges whether or not to hold a prize type lottery. If it is judged that a prize type lottery will not be held, the process proceeds to step S220-21. If it is judged that a prize type lottery will be held, the process proceeds to step S220-19.
[0213] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.
[0214] (Step S220-21) The main CPU 200a judges whether the subtraction result in the above step S220-19 is negative, that is, whether the winning area has been won by the winning type lottery. If it is judged that the winning type lottery has been won, the process proceeds to step S230, and if it is judged that the winning type lottery has not been won, the process proceeds to step S220-23.
[0215] (Step S220-23) The main CPU 200a judges whether the winning type lottery has ended. If it is judged that the winning type lottery has not ended, the process proceeds to step S220-15. If it is judged that the winning type lottery has ended, the process proceeds to step S220-25.
[0216] (Step S220-25) The main CPU 200a clears the trigger role type.
[0217] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.
[0218] FIG. 18 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.
[0219] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process for setting the game state to an internal game state if the acquired winning area includes a bonus combination.
[0220] (Step S230-3) The main CPU 200a sets the winning area acquired in the above step S230-1 as a stop control number.
[0221] (Step S230-5) The main CPU 200a determines (sets) a winning combination group based on the winning region acquired in step S230-1. Depending on the determined winning combination group, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.
[0222] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in the above step S230-3.
[0223] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.
[0224] (Step S231) The main CPU 200a executes an execution flag setting process which sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.
[0225] (Step S230-13) The main CPU 200a sets a presentation command, which is a command related to the advantageous zone, in a transmission buffer.
[0226] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.
[0227] (Step S230-17) The main CPU 200a checks the timer for one game.
[0228] (Step S230-19) The main CPU 200a sets in the transmission buffer a pre-reel spin command indicating that the reels 110a, 110b, and 110c have not yet spun.
[0229] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.
[0230] (Step S236) The main CPU 200a executes a reel performance process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls a provisional stop of a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c, and turns off a pseudo game execution flag when all the reels 110a, 110b, and 110c are provisionally stopped or when they start rotating through a random delay process after the provisional stop ends.
[0231] (Step S230-23) The main CPU 200a judges whether the 1-game timer is not 0. As a result, if it is judged that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is judged that the 1-game timer is 0, the process proceeds to step S230-25.
[0232] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to accelerating to start the rotation of each reel, and the one-play timer is set to a value equivalent to 4.1 seconds.
[0233] (Step S230-27) The main CPU 200a sets in the transmission buffer a reel start command indicating that the reels 110a, 110b, and 110c have started spinning.
[0234] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.
[0235] FIG. 19 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.
[0236] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.
[0237] (Steps S232 to S238) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being shifted to is read from the main ROM 200b and executed. In the following, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.
[0238] 20 is a flowchart for explaining the non-advantageous presentation state process (S232) executed in the state-specific module execution process. The non-advantageous presentation state process is executed when the presentation state is the non-advantageous presentation state.
[0239] (Step S232-1) The main CPU 200a conducts a lottery for transition to an advantageous zone based on the type of winning determined by the lottery for the type of winning.
[0240] (Step S232-3) The main CPU 200a judges whether the advantageous zone has been won in the above step S232-1. As a result, if it is judged that the advantageous zone has been won, the process proceeds to step S232-5, and if it is judged that the advantageous zone has not been won, the non-advantageous performance state process is terminated.
[0241] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution presentation state, turns on the advantageous zone flag indicating that it is an advantageous zone, and terminates the non-advantageous presentation state processing.
[0242] 21 is a flowchart for explaining the distribution presentation state process (S233) executed in the state-specific module execution process. The distribution presentation state process is executed when the presentation state is the distribution presentation state.
[0243] (Step S233-1) The main CPU 200a performs a lottery to allocate, for example, a 1 / 10 probability to the premonition effect state and a 9 / 10 probability to the normal effect state.
[0244] (Step S233-3) The main CPU 200a judges whether the normal presentation state has been won in the above step S233-1. If it is judged that the normal presentation state has been won, the process proceeds to step S233-5, and if it is judged that the normal presentation state has not been won (if the premonition presentation state has been won), the process proceeds to step S233-13.
[0245] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0246] (Step S233-7) The main CPU 200a determines the number of games for executing the ceiling function in the normal presentation state as an upper limit of 871 games, and sets the determined number of games in the ceiling game number counter. The ceiling game number counter is a counter that counts the number of games until the ceiling function is executed.
[0247] (Step S233-9) The main CPU 200a determines the number of games during a block period during which the transition to the AT presentation state is prohibited in the normal presentation state transitioned from the non-advantageous presentation state with an upper limit of 96 games, and sets the determined number of games in a block play number counter. The block play number counter is a counter that counts the number of games during which the execution (setting) of the AT presentation state is prohibited.
[0248] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability of the AT lottery in the normal presentation state, and ends the allocation presentation state processing.
[0249] (Step S233-13) In step S233-3, if it is determined that the normal presentation state has not been won (the premonition presentation state has been won), the main CPU 200a sets the next AT flag to a value corresponding to the premonition presentation state.
[0250] (Step S233-15) The main CPU 200a determines the number of games to continue the premonition effect state with an upper limit of 32 games, sets the determined number of games in the premonition effect state counter, and ends the distribution effect state process. The premonition effect state counter counts the number of games until the premonition effect state ends.
[0251] 22 is a flowchart for explaining the normal presentation state process (S234) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.
[0252] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning probability of the AT lottery (low probability or high probability) and the winning type determined by the winning type lottery.
[0253] (Step S234-3) The main CPU 200a judges whether the AT lottery has been won or whether the premonition permission flag is ON. If it is judged that the AT lottery has been won or the premonition permission flag is ON, the process proceeds to step S234-5, and if it is judged that the AT lottery has not been won and the premonition permission flag is OFF, the process proceeds to step S234-21.
[0254] (Step S234-5) The main CPU 200a judges whether the block play number counter is 0 or not. As a result, if it is judged that the block play number counter is 0, the process proceeds to step S234-9, and if it is judged that the block play number counter is not 0 (it is still in the block period), the process proceeds to step S234-7.
[0255] (Step S234-7) The main CPU 200a turns the precursor permission flag ON regardless of whether the precursor permission flag is ON or OFF at that time.
[0256] (Step S234-9) If it is determined in step S234-5 that the block play number counter is 0, the main CPU 200a turns off the premonition permission flag.
[0257] (Step S234-11) The main CPU 200a judges whether the ceiling game number counter exceeds 271. As a result, if it is judged that the ceiling game number counter exceeds 271, that is, the number of stay games in the normal presentation state is less than 600 games, the process proceeds to step S234-13, and if it is judged that the ceiling game number counter is 271 or less, that is, the number of stay games in the normal presentation state is 600 games or more, the process proceeds to step S234-19.
[0258] (Step S234-13) The main CPU 200a sets the next AT flag to a value corresponding to the premonition performance state.
[0259] (Step S234-15) The main CPU 200a determines the number of games for continuing the premonition effect state with an upper limit of 32 games, and sets the determined number of games in a premonition game number counter.
[0260] (Step S234-17) The main CPU 200a sets the winning probability of the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state, regardless of whether the winning probability of the AT lottery in the normal performance state is low or high.
[0261] (Step S234-19) In step S234-11, when it is determined that the ceiling game number counter is 271 or less, that is, the number of games played during the normal presentation state is 600 or more, the main CPU 200a sets the next AT flag to a value corresponding to the special premonition presentation state.
[0262] (Step S234-21) The main CPU 200a judges whether the block play number counter is greater than 0. As a result, if it is judged that the block play number counter is greater than 0, the process proceeds to step S234-23, and if it is judged that the block play number counter is not greater than 0 (is 0), the process proceeds to step S234-25.
[0263] (Step S234-23) The main CPU 200a decrements the block play number counter by one.
[0264] (Step S234-25) The main CPU 200a judges whether the ceiling game number counter is 0. As a result, if it is judged that the ceiling game number counter is 0, the process proceeds to step S234-27, and if it is judged that the ceiling game number counter is not 0, the process proceeds to step S234-29.
[0265] (Step S234-27) In order to execute the ceiling function, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the normal presentation state processing.
[0266] (Step S234-29) The main CPU 200a decrements the ceiling game number counter by 1, and ends the normal presentation state process.
[0267] Although detailed explanation is omitted here, in the normal presentation state, a chance zone (CZ) with a higher probability of winning the AT lottery is executed over multiple games each time a predetermined number of games are played. Also, the probability of winning the AT lottery is low at the start of the normal presentation state, but may change to a higher probability by a promotion lottery.
[0268] 23 is a flowchart illustrating the premonition effect state process (S235) executed in the state-specific module execution process. The premonition effect state process is executed when the effect state is the premonition effect state.
[0269] (Step S235-1) The main CPU 200a judges whether the premonition game number counter is 0. As a result, if it is judged that the premonition game number counter is 0, the process proceeds to step S235-3, and if it is judged that the premonition game number counter is not 0, the process proceeds to step S235-5.
[0270] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state, and ends the premonition presentation state processing.
[0271] (Step S235-5) The main CPU 200a decrements the premonition game number counter by 1, and ends the premonition effect state process.
[0272] 24 is a flowchart for explaining the AT presentation state process (S236) executed in the state-specific module execution process. The AT presentation state process is executed when the presentation state is the AT presentation state.
[0273] (Step S236-1) The main CPU 200a performs a lottery for adding a predetermined difference in number of coins, which is a termination condition in the AT performance state, and if the lottery for adding the predetermined difference in number of coins is won, the main CPU 200a adds the won difference in number of coins to the predetermined difference in number.
[0274] (Step S236-3) The main CPU 200a judges whether the AT presentation state satisfies the end condition. If it is judged that the end condition is satisfied, the process proceeds to step S236-5. If it is judged that the end condition is not satisfied, the process of the AT presentation state is terminated.
[0275] (Step S236-5) The main CPU 200a judges whether or not the transition to the normal performance state has been determined. If the transition to the normal performance state has been determined, the process proceeds to step S236-7. If the transition to the normal performance state has not been determined, that is, if the transition to the non-advantageous performance state has been determined, the process proceeds to step S236-11.
[0276] (Step S236-7) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0277] (Step S236-9) The main CPU 200a determines the number of games for executing the ceiling function in the normal presentation state as an upper limit of 871 games, sets the determined number of games in the ceiling game number counter, and ends the AT presentation state processing.
[0278] (Step S236-11) If it is determined in step S236-5 that a transition to the normal presentation state has not been decided, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the AT presentation state processing.
[0279] 25 is a flowchart for explaining the special sign effect state process (S237) executed in the state-specific module execution process. The special sign effect state process is executed when the effect state is the special sign effect state.
[0280] (Step S237-1) The main CPU 200a performs a lottery for adding a predetermined difference in number of coins, which is a gaming profit that can be received in the special performance state, and if the lottery for adding the predetermined difference in number of coins is won, the main CPU 200a adds the won difference in number of coins to the predetermined difference in number.
[0281] (Step S237-3) The main CPU 200a judges whether the special premonition effect state has satisfied the end condition (here, consumption of a predetermined number of games). If it is judged that the end condition has been satisfied, the process proceeds to step S237-5, and if it is judged that the end condition has not been satisfied, the process of the special premonition effect state is terminated.
[0282] (Step S237-5) The main CPU 200a determines whether or not the additional lottery has been won in step S237-1. If it is determined that the additional lottery has been won, the process proceeds to step S237-7. If it is determined that the additional lottery has not been won, the process proceeds to step S237-9.
[0283] (Step S237-7) The main CPU 200a sets the next AT flag to a value corresponding to the special presentation state, and ends the special premonition presentation state processing.
[0284] (Step S237-9) If it is determined in step S237-5 that the additional lottery has not been won, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special premonition presentation state processing.
[0285] 26 is a flowchart for explaining the special effect state process (S238) executed in the state-specific module execution process. The special effect state process is executed when the effect state is the special effect state.
[0286] (Step S238-1) The main CPU 200a judges whether the special effect state has satisfied the end condition. If it is judged that the end condition has been satisfied, the process proceeds to step S238-3. If it is judged that the end condition has not been satisfied, the special effect state process is terminated. The end condition of the special effect state is that the predetermined difference number added in step S237-1 has been obtained.
[0287] (Step S238-3) The main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special presentation state processing.
[0288] FIG. 27 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.
[0289] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light emission color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue=1 and red=0.
[0290] (Step S240-3) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S240-1 above.
[0291] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0292] (Step S240-7) The main CPU 200a refers to the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c reach a steady rotation speed. In other words, the fact that the index flag is set indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.
[0293] (Step S240-9) The main CPU 200a judges whether all index flags of the reels 110a, 110b, and 110c have been detected. If it is judged that all index flags have not been detected, the process proceeds to step S240-1. If it is judged that all index flags have been detected, the process proceeds to step S240-11.
[0294] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a 3-bit bit string, and each bit corresponds to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.
[0295] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.
[0296] (Step S240-15) The main CPU 200a sets a stop indicator output bit on (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, and 120c.
[0297] (Step S240-17) The main CPU 200a acquires an image of the input port 0, and executes an operation target bit extraction process to extract an operation target bit from the acquired image. Here, the operation target bit is composed of a bit string of 3 bits, each bit corresponding to one of the three stop switches 120a, 120b, 120c, and is represented as operated=1 and not operated=0.
[0298] (Step S240-19) The main CPU 200a calculates the logical product of the reel spinning flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is spinning effectively, the logical product becomes 1.
[0299] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the process proceeds to step S240-23.
[0300] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in the above step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.
[0301] (Step S240-25) The main CPU 200a judges whether the logical product calculated in the above step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is judged that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.
[0302] (Step S240-27) The main CPU 200a judges whether the operated stop switch 120 is valid. As a result, if it is judged that the operated stop switch 120 is not valid, the process proceeds to step S240-1, and if it is judged that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is judged whether or not one stop switch 120 is operated. Then, if it is judged that one stop switch 120 is operated, the process proceeds to step S240-29, and if it is judged that not one stop switch 120 is operated, that is, two or more stop switches 120 are operated, the process proceeds to step S240-1.
[0303] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0304] (Step S240-31) The main CPU 200a disables interrupts.
[0305] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.
[0306] (Step S240-35) The main CPU 200a executes a sliding frame number acquisition process for determining the number of sliding frames on the reel 110.
[0307] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.
[0308] FIG. 28 is a flowchart illustrating the reel stop process (S250) in the main control board 200.
[0309] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in the above step S240-35.
[0310] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding symbols determined in the above step S240-37 with respect to the pressed reference position acquired in the above step S250-1.
[0311] (Step S250-5) The main CPU 200a sets a stop request flag (sets it to 1). The stop request flag is a flag for requesting a program operating in parallel to perform a stop process for the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read out by the program operating in parallel, and the reel 110 is stopped. When the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.
[0312] (Step S250-7) The main CPU 200a permits interrupts.
[0313] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping sequence of the reels 110 in a transmission buffer.
[0314] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.
[0315] (Step S250-13) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S250-11 above.
[0316] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.
[0317] (Step S250-17) The main CPU 200a executes a next cylinder setting pre-processing for stopping the next reel 110.
[0318] (Step S250-19) The main CPU 200a judges whether or not the stop process has been completed for all of the reels 110. As a result, if it is judged that the stop process has not been completed for all of the reels 110, the process proceeds to step S240, and if it is judged that the stop process has been completed for all of the reels 110, the process proceeds to step S250-21.
[0319] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have been stopped. If it is determined that all of the reels 110 have not been stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have been stopped, the main CPU 200a proceeds to step S250-23.
[0320] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0321] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on the operation target bit.
[0322] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23. If it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.
[0323] (Step S260) The main CPU 200a executes a display determination process for determining the winning combination that has been achieved. This display determination process will be described later.
[0324] FIG. 29 is a flowchart illustrating the display determination process (S260) in the main control board 200.
[0325] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0326] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.
[0327] (Step S260-5) The main CPU 200a sets an error code "EE" which indicates that a display determination abnormality (error) has occurred.
[0328] (Step S260-7) The main CPU 200a judges whether or not the display judgment is abnormal based on the judgment result of the above step S260-3. As a result, if it is judged that the display judgment is abnormal, the process proceeds to step S112, and if it is judged that the display judgment is not abnormal, the process proceeds to step S260-9.
[0329] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.
[0330] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.
[0331] (Step S260-13) The main CPU 200a judges whether a small win has been won. If it is judged that a small win has been won, the process proceeds to step S260-15. If it is judged that a small win has not been won, the process proceeds to step S260-35.
[0332] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.
[0333] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.
[0334] (Step S260-19) The main CPU 200a judges whether the zone is favorable or not. If it is judged that the zone is not favorable, the process proceeds to step S270, and if it is judged that the zone is favorable, the process proceeds to step S260-21.
[0335] (Step S260-21) The main CPU 200a acquires the value of the favorable zone MY counter, which counts MY during the favorable zone.
[0336] (Step S260-23) The main CPU 200a adds the number of coins to be paid out to the value of the advantageous zone MY counter obtained in step S260-23 above.
[0337] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.
[0338] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.
[0339] (Step S260-29) The main CPU 200a judges whether the result of the subtraction in step S260-27 is negative. If it is judged that the result of the subtraction is not negative, the process proceeds to step S260-33, and if it is judged that the result of the subtraction is negative, the process proceeds to step S260-31.
[0340] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).
[0341] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.
[0342] (Step S260-35) The main CPU 200a judges whether or not the replay role has been won. As a result, if it is judged that the replay role has not been won, the process proceeds to step S270, and if it is judged that the replay role has been won, the process proceeds to step S260-37.
[0343] (Step S260-37) The main CPU 200a sets the number of coins inserted as the number of coins to be paid out.
[0344] (Step S260-39) The main CPU 200a turns on the replay operation flag.
[0345] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.
[0346] (Step S270) The main CPU 200a executes a payout process for paying out medals, which will be described later.
[0347] FIG. 30 is a flowchart illustrating the payout process (S270) in the main control board 200.
[0348] (Step S270-1) The main CPU 200a acquires a re-play operation flag.
[0349] (Step S270-3) The main CPU 200a sets in the transmission buffer a payout start command indicating that the payout of medals has started.
[0350] (Step S270-5) The main CPU 200a judges whether or not a replay has been won based on the replay operation flag acquired in the above step S270-1. If it is judged that a replay has been won, the process proceeds to step S270-41, and if it is judged that a replay has not been won, the process proceeds to step S270-7.
[0351] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.
[0352] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payout coins is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.
[0353] (Step S270-11) The main CPU 200a judges whether the number of stored sheets is 50 or more. If it is judged that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is judged that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.
[0354] (Step S270-13) The main CPU 200a executes a medal payout device control process for causing the medal payout device 142 to pay out one medal, and moves the process to step S270-23.
[0355] (Step S270-15) The main CPU 200a sets a payout start interval timer.
[0356] (Step S270-17) The main CPU 200a judges whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is judged that it is the first payout time, the process proceeds to step S270-21, and if it is judged that it is not the first payout time, the process proceeds to step S270-19.
[0357] (Step S270-19) The main CPU 200a executes a timer wait process for waiting until the payout start interval timer counts down to 0.
[0358] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.
[0359] (Step S270-23) The main CPU 200a sets in the transmission buffer a payout execution command indicating that one medal has been paid out.
[0360] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.
[0361] (Step S270-27) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S270-31. If it is judged that the bonus game state is in effect, the process proceeds to step S270-29.
[0362] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.
[0363] (Step S270-31) The main CPU 200a judges whether the payout of the payout number of medals has been completed. If it is judged that the payout has not been completed, the process proceeds to step S270-11. If it is judged that the payout has been completed, the process proceeds to step S270-33.
[0364] (Step S270-33) The main CPU 200a executes a payout end process for ending the payout of medals.
[0365] (Step S270-35) The main CPU 200a judges whether an over error has been detected. If it is judged that an over error has not been detected, the process proceeds to step S270-41, and if it is judged that an over error has been detected, the process proceeds to step S270-37.
[0366] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.
[0367] (Step S270-39) The main CPU 200a executes an error wait process for displaying an error, requesting an alarm sound, and waiting for recovery from the error.
[0368] (Step S270-41) The main CPU 200a sets in the transmission buffer a payout end command indicating that the payout of medals has ended.
[0369] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.
[0370] FIG. 31 is a flowchart illustrating the game transition process (S280) in the main control board 200.
[0371] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, executes a replay display control process which sets a stop display output bit off (output image) to turn on or off a bit corresponding to a replay display (not shown) indicating that the next play is a replay, and updates the output bit of the set output image.
[0372] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.
[0373] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the transitioned presentation state is read from the main ROM 200b and executed.
[0374] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.
[0375] (Step S280-7) The main CPU 200a executes advantageous zone update processing to manage advantageous zones.
[0376] (Step S280-9) The main CPU 200a judges whether the next game is in an AT presentation state. If it is judged that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is judged that the next game is in an AT presentation state, the process proceeds to step S280-11.
[0377] (Step S280-11) The main CPU 200a judges whether or not the bonus game state is in effect. If it is judged that the bonus game state is not in effect, the process proceeds to step S280-15. If it is judged that the bonus game state is in effect, the process proceeds to step S280-13.
[0378] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.
[0379] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to the advantageous zone, in a transmission buffer.
[0380] (Step S280-17) The main CPU 200a sets a game end command, which indicates that one game has ended, in the transmission buffer.
[0381] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.
[0382] (Step S280-21) The main CPU 200a judges whether the effect wait timer, which is set when the advantageous zone is ended in the above step S280-7, is 0. As a result, if it is judged that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is judged that the effect wait timer is 0, the process proceeds to step S280-23.
[0383] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.
[0384] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and shifts the process to step S200.
[0385] One game is executed through a series of processes from step S200 to step S280. After that, steps S200 to S280 are repeated.
[0386] Next, the power-off save process and timer interrupt process in the main control board 200 will be described.
[0387] (Evacuation process when power is turned off for the main control board 200) 32 is a flowchart explaining the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts and executes the power-off save processing.
[0388] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.
[0389] (Step S300-3) The main CPU 200a checks the power-off warning signal.
[0390] (Step S300-5) The main CPU 200a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0391] (Step S300-7) The main CPU 200a restores the registers.
[0392] (Step S300-9) The main CPU 200a performs processing for permitting an interrupt, and ends the power-off save processing.
[0393] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.
[0394] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.
[0395] (Step S300-15) The main CPU 200a executes a RAM protect setting process required to prohibit access to the main RAM 200c.
[0396] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 200a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.
[0397] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by one.
[0398] (Step S300-21) The main CPU 200a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S1000).
[0399] In addition, if a power outage actually occurs, the operation of the slot machine 100 stops while steps S300-19 to S300-21 are being looped.
[0400] (Timer interrupt processing of main control board 200) 33 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.
[0401] (Step S400-1) The main CPU 200a saves the registers.
[0402] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0403] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0404] (Step S400-7) The main CPU 200a outputs the set output image to the output port, and executes dynamic port output processing which controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators of the stop switches 120a, 120b, 120c, the replay indicator, and the section indicator 160.
[0405] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.
[0406] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .
[0407] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .
[0408] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.
[0409] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.
[0410] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.
[0411] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so that one module is executed once every four timer interrupt processing times (every 5.96 ms). For example, a module that executes a time monitoring process that subtracts from various timers is associated with one timer interrupt processing phase.
[0412] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.
[0413] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0414] (Step S400-27) The main CPU 200a restores the registers.
[0415] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.
[0416] <Switch judgment process and switch transmission process> As explained using FIG. 4, the main control board 200 is connected with a bet switch 116, a start switch 118, a stop switch 120, and an unillustrated settlement switch as switches that can be operated by a player. Such switches (bet switch 116, start switch 118, stop switch 120, settlement switch, etc.) that are connected with the main control board 200 and input signals to the main control board 200 may be collectively referred to as main switches. The main CPU 200a performs a switch determination process that determines whether such main switches have been operated. The functional means of the main CPU 200a that performs the switch determination process may be referred to as a switch determination means.
[0417] For example, when a specified number of medals or more are credited but a bet is not made, if the switch determination means detects the operation of the bet switch 116 by the player, the betting means 302 bets medals. Note that, in the slot machine 100, an example is given in which medals stored as credits are bet, but this is not the only case. For example, in the case of a medal-less gaming machine, the betting means 302 bets electronic medals held in the medal-less gaming machine. In addition, after the bet is completed, if the switch determination means detects the operation of the start switch 118 by the player, the reel control means 306 controls the rotation of the reels 110a, 110b, and 110c. In addition, if the switch determination means detects the operation of the stop switch 120 by the player during the rotation of the reels 110a, 110b, and 110c, the reel control means 306 stops the corresponding reels 110a, 110b, and 110c. Such use of the main switch in the main control board 200 for the purpose of progressing a game (one game) of the slot machine 100 may be called "use within purpose." For such use within purpose, the processing can be completed by the main control board 200.
[0418] However, there are cases where the performance control means 334 performs a performance in response to the operation of the main switch. For example, the performance control means 334 changes the performance image displayed on the liquid crystal display unit 124 in response to the operation of each of the stop switches 120a, 120b, and 120c. In this case, the command sending means 316 of the main control board 200 performs a switch sending process to send a command (hereinafter simply referred to as a "main operation command"), which is stored in the buffer and indicates that the main switch has been operated, to the sub-control board 202. The command receiving means 332 of the sub-control board 202 receives the main operation command, and the performance control means 334 executes a performance in response to the operated main switch.
[0419] In addition, the operation information of such main switches (bet switch 116, start switch 118, stop switch 120, settlement switch, etc.) can be used for purposes other than intended use (unintended use). For example, during the so-called waiting period from the end of one game to the start of the next game, the player may be prompted to select something through the menu screen of the liquid crystal display unit 124, such as the volume of background music, the light intensity of the liquid crystal display unit 124, or music or effects that should be increased in frequency. In addition, after a transition to a bonus game state or an AT performance state is determined, the player may be prompted to select something through the menu screen of the liquid crystal display unit 124, such as the performance mode or music in the bonus game state or the AT performance state. In such a case, the switch determination means performs switch determination processing, and the command transmission means 316 performs switch transmission processing, so that the performance control means 334 can execute a selection performance through the menu screen, which is an unintended use, in response to the operation of the main switch. Here, the selection effect is an effect in which at least one option is determined (selected) from a plurality of options displayed in a selection image on the liquid crystal display unit 124 in response to the operation of the main switch.
[0420] However, regardless of whether it is for within-purpose use or for unintended use, the switch determination means performs switch determination processing not only for switches that are validly waiting for operation due to within-purpose use, but also for other main switches that are used for unintended use and whose operation is invalid, and the command transmission means 316 performs switch transmission processing for all main switches.
[0421] For example, in a state where no bet has been made, the operation of the bet switch 116, which is used within the intended purpose, is awaited. Here, the switch determination means performs switch determination processing not only for the bet switch 116, which is used within the intended purpose, but also for other main switches, which are used for an unintended purpose, whose operation is invalid. Then, the betting means 302 bets medals as used within the intended purpose in response to the operation of the bet switch 116. In parallel with this, the command transmission means 316 performs switch transmission processing not only for the bet switch 116, but also for other main switches, which are used for an unintended purpose. Similarly, when the bet is completed, the operation of the start switch 118, which is used within the intended purpose, is awaited. Here, the switch determination means performs switch determination processing not only for the start switch 118, which is used within the intended purpose, but also for other main switches, which are used for an unintended purpose, whose operation is invalid. Then, the reel control means 306 controls the rotation of the reels 110a, 110b, and 110c, which are used within the intended purpose, in response to the operation of the start switch 118. In parallel with this, the command transmission means 316 performs switch transmission processing not only for the start switch 118, but also for other main switches, which are used for an unintended purpose. Similarly, while the reels 110a, 110b, and 110c are rotating, the operation of the stop switch 120, which is used within the intended purpose, is awaited. Here, the switch determination means performs switch determination processing not only for the stop switch 120, which is used within the intended purpose, but also for other main switches, which are used for an unintended purpose and whose operation is invalid. Then, in response to the operation of the stop switches 120a, 120b, and 120c, the reel control means 306 stops the rotating reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c, which are used within the intended purpose. In parallel with this, the command transmission means 316 performs switch transmission processing not only for the stop switch 120, but also for other main switches, which are used for an unintended purpose. In addition, when stop control is initiated for reels 110a, 110b, and 110c corresponding to stop switches 120a, 120b, and 120c, the stop switch 120 corresponding to the reel 110 for which stop control has been performed ends its intended use, and therefore the switch determination means performs switch determination processing on the stop switch 120 corresponding to the reel 110 for which stop control has been performed, determining that it has been used for an unintended purpose.
[0422] Here, in the slot machine 100, there are a state in which the switch determination process and the switch transmission process can be executed (executable state), regardless of whether the use is for an intended purpose or not, and a state in which the switch determination process and the switch transmission process are not executed (non-executable state). Here, the period in which the executable state is active may be called the executable period, and the period in which the non-executable state is active may be called the non-executable period. Here, first, the flow of one game explained using the above flowchart will be explained in chronological order using a timing chart, and the executable state (executable period) and the non-executable state (non-executable period) will be explained based on the timing chart.
[0423] Fig. 34 is a timing chart for explaining the flow of processing for one game. Here, an example is given in which a so-called slide push is adopted, in which the operation of a stop switch 120 that has not yet been operated is effectively permitted without waiting for the reel 110 corresponding to the operated stop switch 120 to start the stop process by exciting all phases, or the reel 110 to stop as a result of the stop start, with the rotation speed decreasing, and the reel 110 to stop. For convenience of explanation, a case is explained in which the stop switches 120a, 120b, and 120c are operated in the order of the left reel 110a, the center reel 110b, and the right reel 110c, that is, in the order of the so-called sequential push, but it goes without saying that the present invention can be applied to any of the possible operation orders (six in this case).
[0424] At time (a) in FIG. 34 during preparation for starting one game (waiting for customers), the player operates (holds) the bet switch 116 and bets medals, and the preparation for starting one game is completed. Next, at time (b) in FIG. 34, the player operates the start switch 118. When the start switch 118 is operated, the reel control means 306 performs 1-2 phase excitation on the stepping motors 152 corresponding to the reels 110a, 110b, and 110c, and starts rotating each of the reels 110a, 110b, and 110c. Then, when the reels 110a, 110b, and 110c pass through an acceleration state and reach a predetermined speed (less than 80 rpm / min) at time (c) after 167 msec, for example, the reel control means 306 continues the 1-2 phase excitation and transitions to a constant speed state. After the reels 110a, 110b, and 110c reach a constant speed state, at time (d) in FIG. 34, when the indexes of the reels 110a, 110b, and 110c are all detected, the reel control means 306 validates the operation of the stop switches 120a, 120b, and 120c.
[0425] When the player operates the stop switch 120a at time (e) in FIG. 34 in response to the validation of the operation of the stop switches 120a, 120b, and 120c, the reel control means 306 invalidates the operation of the operated stop switch 120a and the stop switches 120b and 120c corresponding to the reels 110b and 110c for which the stop process has not yet been performed (i.e., the operations of all the stop switches 120a, 120b, and 120c). Then, the reel control means 306 acquires the pressing reference position and performs a stop process to determine the symbols present within the pull-in range at the time of operation as the stop symbols (determines the number of sliding frames). When the stop process is completed at time (f) in FIG. 34, the reel control means 306 maintains rotation for the number of sliding frames so as to pull the stop symbols onto the activated line A. Therefore, it may take 0 to 189 msec (predetermined time within 190 msec) to rotate the number of slip frames after the operation of the stop switch 120a, including the reaction time of the operation detection and the interruption process. Next, when the left reel 110a reaches a stop position where the determined stop pattern can be stopped on the activated line A at the time (g) in FIG. 34, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the left reel 110a, and starts the stop process of the left reel 110a so that the excited phase does not change (starting the stop process by exciting all phases is called the stop start). In this way, the left reel 110a decreases in rotation speed (hereinafter, the state in which the rotation speed is decreasing is called the deceleration state), stops about 13 msec after the start of the stop process (the state in which the reel 110 stops due to the decrease in rotation speed as a result of the stop start is called the stop completion), and maintains the stopped state (the state in which the stop is maintained is called the stop state). This all-phase excitation continues for 200 msec, and is then released at time (h). With the release of all-phase excitation, the reel control means 306 enables the operation of the stop switches 120b, 120c corresponding to the reels 110b, 110c that have not yet been stopped and are still rotating. The rotation state that indicates the operating state of the reel 110 is represented by any one of the above-mentioned accelerating state, constant speed state, decelerating state, and stopped state.
[0426] Next, when the player operates the stop switch 120b at time (i) in FIG. 34, the reel control means 306 disables the operation of the operated stop switch 120b and the stop switch 120c corresponding to the right reel 110c for which the stop process has not yet been performed, as in the case of operating the stop switch 120a. Then, the reel control means 306 performs the stop process. When the stop process is completed at time (j) in FIG. 34, the reel control means 306 maintains the rotation for the number of slip frames so as to pull the stopped symbol onto the activated line A. Next, when the center reel 110b reaches a stop position where the determined stopped symbol can be stopped on the activated line A at time (k) in FIG. 34, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the center reel 110b, and starts the stop process of the center reel 110b so as not to switch the excited phase. Thus, the center reel 110b stops about 13 msec after the start of the stop process. However, the full-phase excitation continues for 200 msec and is released at time (l). With the release of the full-phase excitation, the reel control means 306 enables the operation of the stop switch 120c corresponding to the right reel 110c, which has not yet been stopped.
[0427] Next, when the player operates the stop switch 120c at time (m) in FIG. 34, the reel control means 306 invalidates the operation of the operated stop switch 120c, as in the case of operating the stop switch 120b. Then, the reel control means 306 performs a stop process. When the stop process is completed at time (n) in FIG. 34, the reel control means 306 maintains rotation for the number of slip frames so as to pull the stopped symbol onto the activated line A. Next, when the right reel 110c reaches a stop position where the determined stopped symbol can be stopped on the activated line A at time (o) in FIG. 34, the reel control means 306 excites all phases of the stepping motor 152 corresponding to the right reel 110c, and starts a stop process for the right reel 110c so that the excited phase is not switched. Thus, the right reel 110c stops about 13 msec after the start of the stop process. Such full-phase excitation continues for 200 msec and is released at time (p).
[0428] Then, when all the reels 110a, 110b, and 110c have stopped and a predetermined stop completion condition is satisfied, that is, when the conditions that all phase excitation is released for all the reels 110a, 110b, and 110c and the operation of the stop switch 120 (here, the stop switch 120c) that was last operated (third stop) is released are satisfied, the determination means 308 determines which of the predetermined combinations (a winning combination that has been won) corresponds to the symbol combination displayed on the activated line A. Then, at time (q), according to the determination result of the determination means 308, the payout control means 310 pays out the number of medals to be paid out that corresponds to the winning combination that has been won. Also, according to the completion of the stop of all the reels 110a, 110b, and 110c, the game state control means 312 shifts the game state, and the presentation state control means 314 shifts the presentation state. Furthermore, depending on the completion of stopping of all reels 110a, 110b, and 110c, calculations related to the hand ratio monitor and calculations related to the advantageous zone MY counter may be performed. Then, at the time point (r) in FIG. 34, one game ends with the completion of the processes that reflect the game results, such as the judgment process, payout process, and transition process.
[0429] The executable state (executable period) and the non-executable state (non-executable period) will be described with reference to FIG.
[0430] First, the period from the end of the previous game at time (r) in FIG. 34 (the end of the process corresponding to the completion of the stop of all reels 110a, 110b, 110c related to the previous game, which will be described later) to the operation of the (valid) start switch 118 in a new (current) game at time (b) in FIG. 34 is an executable period (first executable period). The operation of the start switch 118 here is an operation that can effectively start one game after a specified number of medals required for one game are inserted. During the first executable period, the processing load is small during the waiting period for the customer to operate the bet switch 116. Also, during the first executable period, the bet process is executed by the operation of the bet switch 116, but the processing load of the bet process itself is small, and since there is no need to execute any process in real time in response to the operation of the bet switch 116, strict time management (real-time performance) is not required. In this case, even if the switch judgment process or the switch transmission process is executed, it does not affect the progress of the game. Therefore, it becomes possible to execute the switch judgment process and the switch transmission process during the first executable period. The first executable period from the end of the predetermined process for the previous game to the operation of the start switch 118 for the current game includes the period from the end of the predetermined process for the previous game to the execution of a bet for the current game, and the period from the execution of a bet for the current game to the operation of the start switch 118 for the current game.
[0431] With this configuration, for example, during the first executable period, the performance control means 334 can perform a selection performance. The performance control means 334 executes the selection performance by displaying a demo screen, a menu screen, a volume adjustment screen, a light intensity adjustment screen, and a character change screen on the liquid crystal display unit 124. For example, the performance control means 334 displays a volume adjustment screen or a light intensity adjustment screen on the liquid crystal display unit 124, which indicates that the volume and the light intensity can be adjusted by the stop switch 120, and reduces the volume and the light intensity in response to the player's operation of the stop switch 120a, increases the volume and the light intensity in response to the player's operation of the stop switch 120c, and determines the volume and the light intensity in response to the player's operation of the bet switch 116 and the start switch 118. The performance control means 334 may also display on the liquid crystal display unit 124 a character change screen indicating that the characters appearing as the game progresses can be changed by the stop switch 120, and in response to the operation of the stop switch 120a by the player, shift the focus to a character located to the left of the character focused at that time among the multiple characters arranged side by side, and in response to the operation of the stop switch 120c by the player, shift the focus to a character located to the right of the character focused at that time, and determine the character focused in response to the operation of the bet switch 116 or the start switch 118 by the player as the character related to the progress of the game. Here, instead of the operation of the bet switch 116 or the start switch 118 by the player, the performance control means 334 may wait for a predetermined time to elapse after the stop switch 120 is operated by the player to determine the volume, light intensity, and character. When the player selects a predetermined option from the demo screen, menu screen, volume adjustment screen, or light intensity adjustment screen through the switch (when the option is determined), a main operation command related to the switch is transmitted to the sub-control board 202. In this way, the presentation control means 334 is able to obtain the options desired by the player.
[0432] The period from when the start switch 118 is operated at time (b) in FIG. 34 until the acceleration state of the reels 110a, 110b, and 110c ends at time (d) in FIG. 34 (when all indexes of the reels 110a, 110b, and 110c are detected and the rotation of all the reels 110 stabilizes) is a non-execution period (first non-execution period). The winning type selection means 304 performs a winning type selection to determine whether or not the winning type including the winning combination is won, in response to the operation of the start switch 118. In addition, the reel control means 306 starts the rotation of the reels 110a, 110b, and 110c in response to the operation of the start switch 118, and puts them into an acceleration state. In addition, the command transmission means 316 must transmit to the sub-control board 202 a command including the selection result of such a winning type selection and a command to transmit the start of rotation of the reels 110a, 110b, and 110c in response to the operation of the start switch 118. Under such circumstances, if the switch determination means performs the switch determination process or the command transmission means 316 transmits a main operation command that is less important in a game, the transmission of a command including the lottery result of the winning type lottery that is more important in a game or a command to notify the start of rotation of the reels 110a, 110b, and 110c may be delayed, and the player may feel uncomfortable due to a delay in the presentation on the sub-control board 202. Therefore, during the first non-execution period, the switch determination process and switch transmission process are not executed. In addition, the first non-execution period from when start switch 118 is operated to when the acceleration state of reels 110a, 110b, and 110c ends includes part or all of the period from when start switch 118 is operated to when reels 110a, 110b, and 110c start to rotate, and part or all of the period from when reels 110a, 110b, and 110c start to when the acceleration state of reels 110a, 110b, and 110c ends.Here, the period from when the start switch 118 is operated to when the reels 110a, 110b, and 110c start to rotate includes a period during which the winning type lottery means 304 conducts a winning type lottery in response to the operation of the start switch 118 (until the winning type lottery is completed), a period during which the command sending means 316 sets in a buffer (until the setting is completed) commands including the results of the winning type lottery and commands that communicate the start of rotation of the reels 110a, 110b, and 110c in response to the operation of the start switch 118, or a period during which these commands are sent to the sub-control board 202 (until the transmission is completed). Also, here, the end of the first non-execution period (end of the acceleration state of reels 110a, 110b, 110c) is defined as when all of the indexes of reels 110a, 110b, 110c are detected and the rotation of all reels 110 stabilizes. However, this is not limited to the above, and the end of the first non-execution period may be determined when the index of any of reels 110 among reels 110a, 110b, 110c is detected and the rotation of that reel 110 reaches a steady state, or when the rotation of reel 110 stabilizes and the operation of stop switches 120a, 120b, 120c is enabled.
[0433] Also, the period from the start of the steady state (becoming steady state) after the end of the acceleration state at time (d) in FIG. 34 until the operation of the stop switch 120 at time (e) in FIG. 34 is the executable period (second executable period). During the steady state, the reel control means 306 maintains a predetermined speed (less than 80 rpm / min) by 1-2 phase excitation, and the processing load is small. In addition, since there is no need to execute any processing in real time in response to the end of the acceleration state, strict time management (real-time performance) is not required. In this case, even if the switch determination processing or switch transmission processing is executed, it does not affect the progress of the game. Therefore, it is possible to execute the switch determination processing or switch transmission processing during the second executable period.
[0434] However, even in the steady state, the period from when the stop switch 120 is operated at the time points (e), (i), and (m) in FIG. 34 until the stop process of the reel 110 corresponding to the operated stop switch 120 is completed (until it stops) at the time points (f), (j), and (n) in FIG. 34 is a non-execution period (second non-execution period). When the stop switch 120 is operated, the reel control means 306 acquires the pressing reference position, performs a stop process to determine the symbols existing within the pull-in range at the time of operation as the stop symbols (determines the number of slipping frames), and starts a stop process by full-phase excitation for the reel 110 corresponding to the operated stop switch 120. In addition, the command transmission means 316 must transmit a command including the stop position at which the reel 110 is to stop to the sub-control board 202 in response to the operation of the stop switch 120. Under such circumstances, if the switch determination means performs switch determination processing, or the command transmission means 316 transmits a main operation command that is less important in a game, there is a risk that the transmission of a command including the stop position where the reel 110, which is more important in a game, will be delayed, or the player may feel uncomfortable due to a delay in the presentation on the sub-control board 202. Therefore, during the second non-execution period, the switch determination processing and switch transmission processing are not executed.
[0435] Also, the period from when all the reels 110a, 110b, and 110c have stopped at time (p) in FIG. 34 until when the judgment process, payout process, and other processes are completed at time (r) in FIG. 34 is a non-execution period (third non-execution period). Here, various processes are executed according to the completion of the stopping of all the reels 110a, 110b, and 110c. For example, the judgment means 308 judges which of the predetermined combinations (winning combination) corresponds to the symbol combination displayed on the pay line A. Then, according to the judgment result of the judgment means 308, the payout control means 310 pays out the number of medals to be paid out corresponding to the winning combination. Also, when a replay combination is won, the betting means 302 automatically inserts medals. Also, according to the completion of the stopping of all the reels 110a, 110b, and 110c, the game state control means 312 shifts the game state, and the performance state control means 314 shifts the performance state. Furthermore, in response to the completion of stopping of all the reels 110a, 110b, and 110c, calculations related to the role ratio monitor and calculations related to the advantageous zone MY counter may be performed. In addition, in response to the completion of stopping of all the reels 110a, 110b, and 110c, the command transmission means 316 must transmit a command including the judgment result of the judgment means 308 to the sub-control board 202. Under such circumstances, if the switch judgment means performs a switch judgment process or the command transmission means 316 transmits a main operation command that is less important in the game, the transmission of a command including the judgment result of the judgment means 308 that is more important in the game may be delayed, and the player may feel uncomfortable due to the delay in the performance on the sub-control board 202. Therefore, in the third non-execution period, the switch judgment process and the switch transmission process are not performed. In addition, the third non-execution period from when reels 110a, 110b, 110c have completely stopped to when each process such as the judgment process and the payout process is completed includes either or both of the period during which the judgment means 308 is making a winning judgment to determine the winning combination that has been won, and the period during which the processing associated with that winning judgment (payout process, game state transition process, presentation state transition process, calculation process, command transmission process) is being executed.
[0436] Although the description is omitted in FIG. 34, as described above, the reel control means 306 may extend the time from enabling the operation of the stop switches 120a, 120b, 120c in the previous game to enabling the operation of the stop switches 120a, 120b, 120c by the player to display the lottery result of the winning type lottery, in response to the operation of the start switch 118, to a specified time, and during that time, perform a reel effect (freeze effect) in which the reels 110a, 110b, 110c are rotated in various ways. When such a freeze effect is executed, the period from the operation of the start switch 118 to the completion of the reel effect is an executable period. Here, although the reel control means 306 performs various rotation controls, there is no need to perform a winning type lottery to determine whether or not the winning type including the winning role is won in response to the operation of the start switch 118, and there is no need to transmit a command including the lottery result of the winning type lottery to the sub-control board 202, so strict time management (real-time performance) is not required. In this case, even if the switch determination process or switch transmission process is executed, it will not affect the progress of the game. Therefore, it is possible to execute the switch determination process or switch transmission process during such an executable period. With this configuration, in the above-mentioned pseudo game, the sub-control board 202 can receive the main operation command, and the performance control means 334 can execute a performance according to the operation of the main switch.
[0437] Furthermore, when an error occurs in the slot machine 100, the period from the start of the error to the end of the error is a non-execution period. Therefore, during the non-execution period during the error, the switch determination process and the switch transmission process are not executed.
[0438] In this way, the switch determination means and command transmission means 316 performs the switch determination process and the switch transmission process at any timing in the executable state (executable period), and does not perform the switch determination process and the switch transmission process in the non-executable state (non-executable period). Below, a method (first method, second method) for realizing such a combination of processes will be described.
[0439] (First method) Fig. 35 is a diagram for explaining the processing of the switch determination means and the command transmission means 316. The switch determination means determines whether or not the main switch is operated in the port input processing S400-5 in the timer interrupt processing S400 in Fig. 33, and sets the main operation command in the buffer according to the operation of the main switch, and the command transmission means 316 transmits the main operation command to the sub-control board 202 when the main operation command is stored in the buffer in the sub-command transmission processing S400-11 in the timer interrupt processing S400 in Fig. 33. That is, the switch determination means and the command transmission means 316 always execute the switch determination processing and the switch transmission processing every time the timer interrupt processing S400 is performed, as shown in Fig. 35.
[0440] However, the switch determination means and command transmission means 316 do not execute (prohibit execution of) the switch determination process and the switch transmission process during the first non-execution period, as shown in Fig. 35. For example, the switch determination means determines whether or not the currently ongoing process is the process of steps S240-1 to S240-9 in Fig. 27, and if it is the process of steps S240-1 to S240-9, determines that it is the first non-execution period and does not execute the switch determination process. If the switch determination process is not executed, the main operation command is not set, and therefore the command transmission means 316 does not execute the switch transmission process.
[0441] Also, the switch determination means and command transmission means 316 do not execute (prohibit execution of) the switch determination process and the switch transmission process during the second non-execution period, as shown in Fig. 35. For example, the switch determination means determines whether the currently ongoing process is the process of step S240-29 in the reel rotation process S240 in Fig. 27 to step S250-19 in the reel stop process S250 in Fig. 28, and if it is the process of steps S240-29 to S250-19, it determines that it is the second non-execution period and does not execute the switch determination process. If the switch determination process is not executed, the main operation command is not set, and the command transmission means 316 does not execute the switch transmission process.
[0442] Also, the switch determination means and command transmission means 316 do not execute (prohibit execution of) the switch determination process and the switch transmission process during the third non-execution period, as shown in Fig. 35. For example, the switch determination means determines whether the currently ongoing process is any one of the display determination process S260 in Fig. 29, the payout process S270 in Fig. 30, and the game transition process S280, and if it is any one of the processes of steps S260 to S280, it determines that it is the third non-execution period and does not execute the switch determination process. If the switch determination process is not executed, the main operation command is not set, and therefore the command transmission means 316 does not execute the switch transmission process.
[0443] In this way, the switch determination means and command transmission means 316 are configured to always be able to execute the switch determination process and the switch transmission process, but not execute the switch determination process and the switch transmission process during the non-execution periods (first non-execution period, second non-execution period, third non-execution period), thereby making it possible to appropriately determine whether or not a switch has been operated and to transmit a main operation command to the sub-control board 202 at an appropriate timing, while also avoiding the occurrence of problems due to unnecessary main operation commands. Also, because the switch determination means and command transmission means 316 are always able to execute the switch determination process and the switch transmission process, it is possible to simplify the program and reduce the memory capacity.
[0444] (Second method) Fig. 36 is a diagram for explaining other processing of the switch determination means and the command transmission means 316. The switch determination means does not determine whether or not the main switch has been operated in the port input processing S400-5 in the timer interrupt processing S400 of Fig. 33, and the command transmission means 316 does not transmit a main operation command to the sub-control board 202 in the sub-command transmission processing S400-11 in the timer interrupt processing S400 of Fig. 33. Instead, the switch determination means and the command transmission means 316 execute switch determination processing and switch transmission processing individually in a predetermined processing other than the timer interrupt processing S400.
[0445] First, the switch determination means and the command transmission means 316 execute the switch determination process and the switch transmission process in the first executable period, as shown in Fig. 36. For example, the switch determination means calls a subroutine related to command transmission at any timing between step S210-1 to step S210-27 in the game medal insertion process S210 in Fig. 16. In the subroutine related to command transmission, the switch determination means determines whether or not the main switch is operated, sets the main operation command in the buffer according to the operation of the main switch, and the command transmission means 316 reads out the main operation command from the buffer and transmits the main operation command to the sub-control board 202.
[0446] Also, the switch determination means and command transmission means 316 executes the switch determination process and the switch transmission process in the second executable period as shown in Fig. 36. For example, the switch determination means calls the subroutine related to the command transmission at any timing between steps S240-11 to S240-27 in the reel spinning process S240 in Fig. 27. In this way, if at least one reel 110 is in the steady state, the switch determination process and the switch transmission process are executed.
[0447] Here, a subroutine for sending commands is called between steps S240-11 and S240-27 in the processing S240 while the reels are rotating in FIG. 27, but is not called between step S240-29 in the processing S240 while the reels are rotating in FIG. 27 and step S250-19 in the processing S250 to stop the reels in FIG. 28. This makes it possible to execute the switch determination processing and switch transmission processing while in a steady state, except for non-execution periods.
[0448] In this way, the switch determination means and command transmission means 316 is configured to call a subroutine related to command transmission only during executable periods (first executable period, second executable period) without using the timer interrupt process S400 in Fig. 33, thereby making it possible to appropriately determine whether or not a switch has been operated and to transmit a main operation command to the sub-control board 202 at an appropriate timing, while also avoiding the occurrence of problems due to unnecessary main operation commands. Also, since it is only necessary to always place a subroutine related to command transmission at any timing during the executable period, the program can be simplified and the memory capacity can be reduced.
[0449] In the first method described above, the switch determination means and command transmission means 316 always keep the switch determination process and switch transmission process in an executable state, and do not execute the switch determination process and switch transmission process during a non-execution period. In the second method, the switch determination means and command transmission means 316 do not use the timer interrupt process S400 in FIG. 33, and call a subroutine related to command transmission only during an executable period. Here, if the program capacity that prohibits the switch determination process and switch transmission process during a plurality of non-execution periods is small, the first method can reduce the area occupied by the program. On the other hand, if the program capacity that calls the subroutine related to command transmission during a plurality of executable periods is small, the second method can reduce the area occupied by the program. Therefore, it is desirable to use the first method or the second method based on the relationship between the executable period and the non-execution period, which are in an exclusive relationship.
[0450] In the above embodiment, the bet switch 116, the start switch 118, and the stop switch 120 are described as main switches, but the settlement switch may also be configured to execute switch determination processing and switch transmission processing in an executable state and prohibit execution of switch determination processing and switch transmission processing in an inexecutable state, similar to the bet switch 116, the start switch 118, and the stop switch 120. In addition, in the settlement process of credited medals using the settlement switch, if the processing load is high or a command of high importance is sent to the sub-control board 202, the settlement process may be set as a non-executable period. On the other hand, if the processing load is low, such as when a command of high importance is not sent to the sub-control board 202, the settlement process may be set as an executable period.
[0451] Here, in the above-mentioned embodiment, there is mentioned a switch determination means which executes a switch determination process to determine whether or not at least one of the bet switch 116, the start switch 118, and the stop switch 120 has been operated, and a command sending means which executes a switch sending process to send a command to the sub-control board 202 in response to the operation of at least one of the bet switch 116, the start switch 118, and the stop switch 120. An example has been given in which the switch determination means executes the switch determination process and the command sending means 316 executes the switch sending process at any timing during the executable period, and also in which the switch determination means does not execute the switch determination process and the command sending means 316 does not execute the switch sending process during the non-executable period. However, the switch determination means executes the switch determination process and the command sending means 316 executes the switch sending process not only during an executable period, but also at any timing while any process (first process) is being executed, and the switch determination means does not execute the switch determination process and the command sending means 316 does not execute the switch sending process not only during a non-executable period, but also at any timing while any process (second process) different from the first process is being executed.
[0452] Also, in the above-mentioned embodiment, an example was given in which the switch determination means determines whether or not at least one of the bet switch 116, the start switch 118, and the stop switch 120 (main switch) has been operated (operation determination). Here, the operation of the main switch determined by the switch determination means includes a state in which the main switch is not operated, when the main switch is operated (the timing at which the state changes from the not-operated state to the operated state: when pressed), a state in which the operation of the main switch is maintained, and when the operation of the main switch is released (the timing at which the state changes from the operated state to the not-operated state: when released), and the switch determination means can determine any of these independently.
[0453] Furthermore, by determining when the main switch is operated and when it is released in this way, the performance control means 334 that receives the main operation command can measure the time the main switch is operated. Therefore, the performance control means 334 can determine (long press determination) whether the main switch is operated as a short press (e.g., less than 500 msec) or a long press (e.g., 500 msec or more), for example, and can vary the performance depending on whether it is a short press or a long press. In this way, the long press determination of the main switch can be executed without increasing the program capacity in the main ROM 200b.
[0454] During the executable period, the switch judgment process and the switch transmission process are executed each time the main switch is operated, so that the performance control means 334 can measure the time interval during which the main switch is operated and derive the frequency of operation of the main switch within a predetermined time. Therefore, the performance control means 334 can, for example, judge whether the main switch is operated frequently within a predetermined time (repeated hit judgment), and can vary the performance depending on whether the main switch is hit repeatedly or whether the repeated hits are continued. In this way, the repeated hit judgment of the main switch can be executed without increasing the program capacity in the main ROM 200b.
[0455] Here, an example will be given in which the performance control means 334 performs the operation judgment, long press judgment, and repeated hit judgment of the main switch. The performance control means 334 executes the operation performance that prompts the operation of the switch, and enters a standby state for the operation of the switch. The switch to be judged may be both or either of the performance switch 122 (for example, a PUSH switch not shown) and the main switch (for example, the MAX BET switch of the BET switch 116). For example, in the case of a slot machine 100 that does not have a PUSH switch, the judgment target may be only the MAX BET switch. In addition, the performance control means 334 can perform the operation judgment, long press judgment, and repeated hit judgment of the performance switch 122 and one of the main switch during the executable period, or perform the operation judgment, long press judgment, and repeated hit judgment of the performance switch 122 and the operation judgment, long press judgment, and repeated hit judgment of the main switch in a predetermined order (for example, it can judge that the performance switch 122 and the main switch are alternately operated). To give a specific example, during the period from the end of the previous game to the operation of the start switch 118 in a new game (first executable period), the performance control means 334 executes an operation performance to encourage the operation of the performance switch 122 or the main switch, and performs an operation judgment, a long press judgment, and a successive press judgment according to the player's operation (state where the main switch is not operated, when the main switch is operated, state where the operation of the main switch is maintained, when the operation of the main switch is released, a short press, a long press, and a successive press), and executes a performance according to the judgment content. Also, during the period from the end of the acceleration state to the start of the steady state to the operation of the stop switch 120 (second executable period), the performance control means 334 executes an operation performance to encourage the operation of the performance switch 122 or the main switch, and performs an operation judgment, a long press judgment, and a successive press judgment according to the player's operation (state where the main switch is not operated, when the main switch is operated, state where the operation of the main switch is maintained, when the operation of the main switch is released, a short press, a long press, and a successive press), and executes a performance according to the judgment content. It should be noted that, with regard to the second executable period, since start switch 118 is operated before the acceleration state, performance control means 334 can execute an operation performance triggered by the operation of start switch 118.For example, the performance control means 334 starts the operation performance in response to the operation of the start switch 118. However, until the second executable period is reached, that is, during the period from when the start switch 118 is operated until the acceleration state of the reels 110a, 110b, and 110c ends (first non-execution period), the performance control means 334 applies animation such as effects or fade-in to an image (for example, an image imitating a switch to be operated) that prompts the operation of the performance switch 122 or the main switch in the operation performance, and indicates that the operation of the performance switch 122 or the main switch has not yet been validly accepted. Then, when the second executable period is started, the performance control means 334 deletes the animation applied to the image that prompts the operation of the performance switch 122 or the main switch in the operation performance, and indicates that the operation of the performance switch 122 or the main switch has become validly acceptable, and validly accepts the operation of the performance switch 122 or the main switch. In addition, the performance control means 334 may remove the animation applied to the image prompting the operation of the performance switch 122 or the main switch in the operation performance before the second executable period begins, i.e., during the first non-executable period, to indicate that operation of the performance switch 122 or the main switch can be validly accepted, and may then validly accept operation of the performance switch 122 or the main switch after the second executable period begins.
[0456] <Main control board CPU peripheral configuration> 37 is a diagram for explaining electrical connections around the main CPU 200a. The main CPU 200a includes a CPU core 700 and a bus controller 702. The CPU core 700 controls the bus controller 702 through a bus control signal (Bus Cont) output from a BC terminal, and reads data from the main ROM 200b, the main RAM 200c, or the input / output unit 704, or writes data to the main RAM 200c or the input / output unit 704. In this example, a microprocessor based on a Z80-series CPU and sold by LETech is used as the main CPU 200a.
[0457] For example, when reading data from the main ROM 200b, the main RAM 200c, or the input / output unit 704, the bus controller 702 outputs a 16-bit address (A
[16] ) signal to identify either the main ROM 200b, the main RAM 200c, or the input / output unit 704 via the decoders 706a, 706b, 706c, and also controls the read (RD) signal to read a data (D[8]) signal from the main ROM 200b, the main RAM 200c, or the input / output unit 704. Furthermore, when writing data to the main RAM 200c or the input / output unit 704, the bus controller 702 outputs an address (A
[16] ) signal and a data (D[8]) signal to identify either the main RAM 200c or the input / output unit 704 via decoders 706b, 706c, and controls the write (WR) signal to write the data (D[8]) signal to the main RAM 200c or the input / output unit 704.
[0458] As described later, the address space of the input / output unit 704 is integrated with the address space of the main ROM 200b and the main RAM 200c. Therefore, unlike the conventional memory request (MREQ) terminal and I / O request (IORQ) terminal that output a signal to specify whether to access the memory or the I / O, there is no need to provide these two terminals. By reassigning these two terminals to any other signal, the degree of freedom in program development can be increased.
[0459] In addition, external signals such as an interrupt / wait (INT / WAIT) signal that triggers the start of interrupt processing, a non-maskable interrupt (NMI) signal that allows interrupt processing to be executed with the highest priority, and a bus request (BUSREQ) signal that can transition a bus signal to high impedance are also input to the CPU core 700.
[0460] 38 is a block diagram showing the internal configuration of a CPU core 700. The CPU core 700 includes an external input unit 710, a state control unit 712, a central control unit 714, a register unit 716, and an arithmetic logic unit (ALU) 718. The external input unit 710 receives an external signal, and outputs control information based on the external signal to the state control unit 712 and the central control unit 714.
[0461] The state control unit 712 manages and transitions internal states (RESET, instruction fetch, instruction decode, operation, memory load, memory store, HALT, etc.) based on the input control information, determines the operating state of the CPU core 700, and outputs control information based on that operating state to the central control unit 714.
[0462] The central control unit 714 extracts an opcode (instruction) from the input data (DI[8]) input via the bus controller 702, and controls the ALU 718 based on the command decoded by the instruction decoder. The central control unit 714 also obtains necessary information from each register of the register unit 716 and updates each register based on the decoded command.
[0463] The register unit 716 includes selector ports 722a, 722b, and 722c, an input bank selector 724, a first register bank 726, a second register bank 728, an output bank selector 730, an address port 732, and an individual register 734. The individual register 734 includes a 16-bit program counter (PC) that indicates the address of the program to be executed next, an 8-bit interrupt (I) register that is used in interrupt mode, an 8-bit refresh (R) register that counts opcode fetch cycles, and an 8-bit interrupt enable (IFF) register that controls enable / disable of interrupts.
[0464] In addition, the register unit 716 is associated with a random number generator (not shown) for obtaining various random number values related to the big prize lottery (jackpot determination random number, winning pattern random number, reach group determination random number, reach mode determination random number, variation pattern random number, win determination random number), and the latched random number values are obtained via the input ports (FE73h to FE9Ch).
[0465] The random number generator operates on a system clock (a clock obtained by dividing the external input by 2) and generates random numbers less than a predetermined maximum value. The random number generator is a maximum value setting random number generator that can set the maximum value of random numbers. Four channels of random number generators that can set a 16-bit maximum value and eight channels of random number generators that can set an 8-bit maximum value are prepared as maximum value setting random number generators. Here, the 16-bit maximum value setting random number generators can select a random number update cycle in the range of 32 to 47 clocks, and the maximum value setting range can be set in the range of 256 to 65535. The 8-bit maximum value setting random number generators can select a random number update cycle in the range of 16 to 31 clocks, and the maximum value setting range can be set in the range of 16 to 255 in four channels and in the range of 64 to 255 in the other four channels. Additionally, as fixed-maximum random number generators, which are random number generators with a fixed maximum value for random numbers, four channels of random number generators that can set a 16-bit maximum value and eight channels of random number generators that can set an 8-bit maximum value are provided. Here, the 16-bit fixed-maximum random number generators have a random number update cycle of one clock and a maximum value fixed at 65535. Also, the 8-bit fixed-maximum random number generators have a random number update cycle of one clock and a maximum value fixed at 255.
[0466] If there are not enough types of random numbers, it is also possible to generate other random numbers by multiplying or dividing the random number value obtained from the hardware random number generation unit (random number generator) by a specified number within the program (software random number generation unit).
[0467] 39 is a diagram illustrating the configuration of a register. The register unit 716 is provided with a first register bank (bank 0) 726 and a second register bank (bank 1) 728 that is paired with the first register bank 726. The first register bank 726 is provided with a main register group (front register group) 726a and a sub-register group (back register group) 726b that is paired with the main register group 726a, and the second register bank 728 is provided with a main register group 728a and a sub-register group 728b that is paired with the main register group 728a. The main register group 726a and the sub-register group 726b of the first register bank 726, and the main register group 728a and the sub-register group 728b of the second register bank 728 each include 8-bit registers (Q, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY). However, unlike the sub-register groups 726b and 728b, the main register groups 726a and 728a further include an 8-bit register (U) and a 16-bit register (SP). The main CPU 200a switches between the first register bank 726 and the second register bank 728, and can access only one of the register banks indicated by a register bank designation register RB in the F register (described later), and cannot simultaneously access the other register bank that is paired with that register bank.
[0468] Among the registers shown in FIG. 39, the Q register is an 8-bit register that is provided as an extended register in two sets in each register bank and stores the upper byte of an address used in some commands. When, for example, F0h is set as the value of the Q register, the main CPU 200a can use the Q register to access F000h to F0FFh of the main RAM 200c. The U register is an 8-bit register that is provided as an extended register in one set in each register bank and stores the upper byte of an address used in some commands. When, for example, FEh is set as the value of the U register, the main CPU 200a can use the U register to access built-in devices (timers, random number generators, external input / output circuits, etc.) connected to the input / output unit 704 at FE00h to FFFFh. The A register is a general-purpose register that also functions as an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds various arithmetic results. Here, as shown in FIG. 39, from the most significant bit (MSB: Most Significant Bit) to the least significant bit (LSB: Least Significant Bit), S is a sign flag that is set to 1 when the result of the operation is negative, Z is a zero flag (first zero flag) that is set to 1 when all bits are 0 as a result of the operation, TZ is a specific bit flag (second zero flag) of the gaming machine extension specification that is set to 1 (value changes) when all bits are 0 by executing a data transfer instruction (LD; load), and is sometimes called a TZ flag. H is a half carry flag that cannot be controlled by the programmer, RB (register bank designation register) is a register bank monitor that indicates the current register bank (first register bank 726=0, second register bank 728=1), P / V is a parity overflow flag, N is an addition / subtraction flag that cannot be controlled by the programmer, and C is a carry flag that is set to 1 when a carry or borrow occurs as a result of the operation. The F register and the A register form a pair register AF.
[0469] The B, C, D, E, H, and L registers are 8-bit general-purpose registers, two sets of which are provided in each register bank, and are used as 16-bit pair registers with predefined combinations (for example, there are registers BC, DE, HL, and several other combinations). The IX and IY registers are 16-bit general-purpose registers used for index addressing. The SP (stack pointer) register is 16 bits and stores the address that serves as the stack pointer. The Q' register, A' register, F' register, B' register, C' register, D' register, E' register, H' register, L' register, IX' register, and IY' register are sub-register groups 726b and 728b that can exchange or transfer data (contents) with the main register groups 726a and 728a of the Q register, A register, F register, B register, C register, D register, E register, H register, L register, IX register, and IY register by exchange instructions or transfer instructions, and are used by forming a pair register AF' with the A' register and F' register, forming a pair register BC' with the B' register and C' register, forming a pair register DE' with the D' register and E' register, and forming a pair register HL' with the H' register and L' register. Note that the pair registers are not limited to BC', DE', and HL', and there are several other combinations. On the other hand, one set of the U register and SP register is provided in each register bank.
[0470] As described above, in the main control board 200, the main CPU 200a controls the progress of the game in cooperation with the main RAM 200c based on the programs stored in the main ROM 200b. The programs for executing these functional units are arranged in predetermined areas (usage areas) of the main ROM 200b and the main RAM 200c.
[0471] 40 is an explanatory diagram showing a memory map. A memory space of 0000h to 3FFFh (12 kbytes) is allocated to the main ROM 200b, a memory space of F000h to F3FFh (1 kbyte) is allocated to the main RAM 200c, and a memory space of FE00h to FEFFh (256 bytes) is allocated to the input / output unit 704. The instruction codes of the program are written in assembler language. Here, a program is composed of instruction codes, and is read by a computer to realize a predetermined process in cooperation with data and a work area.
[0472] A usage area is allocated to the memory space of 0000h to 1DF3h of the main ROM 200b. The usage area is an area for storing programs and data for executing a game control process for controlling the progress of a game. Specifically, a memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes of a program for executing a game control process for controlling the progress of a game by operating the initialization means 300, the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game status control means 312, the performance status control means 314, and the command transmission means 316, and a memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the program for the game control process. In addition, a comment area is allocated to the memory space of 1E00h to 1FFFh, and a program management area is allocated to the memory space of 3FC0h to 3FFFh. In addition, a separate area (non-used area) is allocated to the memory space from 2000h to 3FBFh. As described later, the separate area is an area for storing programs and data that are not specified to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data of programs that perform some or all of the gaming machine test processing and security-related processing (hereinafter, sometimes simply referred to as non-game control processing) that do not affect the progress of the game.
[0473] In addition, the memory space from F000h to F1FFh in the main RAM 200c is allocated as a usage area. Specifically, the memory space from F000h to F13Fh is allocated as a work area for the above-mentioned game control process, and is used for managing variables such as timers, counters, and flags. The memory space from F1C0h to F1FFh is allocated as a stack area for the above-mentioned game control process. In addition, the memory space from F200h to F3FFh in the main RAM 200c is allocated as another area. Specifically, the memory space from F210h to F22Fh is allocated as a work area for some or all of the above-mentioned security-related processes, and is used for managing variables such as timers, counters, and flags. The memory space from F230h to F246h is allocated as a stack area for some or all of the above-mentioned security-related processes.
[0474] Also, the input / output unit 704 is assigned to the memory space of FE00h to FEFFh. Conventionally, in order to access a device corresponding to the input / output unit 704, a 256-byte I / O space was provided independent of the memory space. In contrast, in this embodiment, the MREQ and IORQ signals are eliminated, and access to the memory and the input / output unit 704 is shared and performed by the RD and WR signals. Also, a U register is provided as hardware for specifying the upper 8-bit address for accessing a device connected to the input / output unit 704, and an 8-bit upper address is specified in advance here. As a result, the I / O space that was provided independent of the memory space is integrated into the memory space to form a single address space, and when the IN instruction and the OUT instruction are executed, the input / output unit 704 assigned to the memory space can be accessed by specifying the upper 8 bits with the U register and using the lower 8 bits specified by the operand of the IN instruction and the OUT instruction.
[0475] In this embodiment, a program can be written so that the LDQ instruction uses the value of the Q register to access memory space (mainly data areas and work areas), and the IN and OUT instructions use the U register to access I / O of devices (timers, random number generators, external input / output circuits, etc.). This configuration makes it easier to understand the program at the time of designing. Also, memory and I / O that were previously accessed by specifying 16-bit addresses can now be accessed by lower 8-bit operands, which can reduce program capacity. Furthermore, by having multiple upper specification registers such as the Q register, Q' register, and U register, the number of times that upper registers are replaced due to reuse is reduced compared to when there is only one upper register, and the program capacity can be further reduced.
[0476] In the above example, the memory space corresponding to the I / O space was accessed with the IN and OUT instructions, but the memory space can also be accessed directly with the IN and OUT instructions. For example, when accessing three 256-byte areas in memory, this can be achieved by specifying the upper 8 bits of each in the Q register, Q' register, and U register, and then accessing each area with the LDQ instruction, IN instruction, and OUT instruction.
[0477] (Lighting control of input number display 133) 41 is a circuit diagram for explaining the circuit configuration of each display unit (main credit display unit 130, main payout display unit 132, number of insertions display (display means) 133, start display, insert display, replay display) connected to the main control board 200. Here, the main CPU 200a controls the lighting state of the collective light emitters L1 to L5 using a plurality of control signals (common signals C4 to C0 and data signals D7 to D0).
[0478] Of the collective light emitters L1 to L5, the collective light emitters L1 to L4 are seven segments, and the collective light emitter L5 is composed of six LEDs. Each of the collective light emitters L1 to L5 has a common terminal (C) that shares the anode or cathode terminals of multiple LEDs, and when a potential difference occurs between the common terminal (C) and the segment terminals (a to g, dp) (when current flows), the corresponding segment emits light.
[0479] In the example of FIG. 41, the main CPU 200a switches and outputs common signals C4-C0 in a time-division manner to specify the collective light emitters L1-L5 to be illuminated. In parallel, the main CPU 200a outputs data signals D7-D0 indicating data to be illuminated to the collective light emitters L1-L5 specified by the common signals C4-C0. In this way, five pieces of data are switched and displayed in a time-division manner on each of the collective light emitters L1-L5 according to the common signals (dynamic lighting method). Specifically, the main CPU 200a enables only the common signal C0 of the collective light emitter L1 at any timing (sets it to LOW potential), and during that time outputs the data signals D7-D0 to be displayed on the collective light emitter L1. Then, although the data signals D7-D0 are supplied to all of the collective light emitters L1-L5, the common signal C0 is supplied only to the collective light emitter L1, so only the collective light emitter L1 displays data corresponding to the data signals D7-D0. Next, the main CPU 200a switches the common signal from the common signal C0 of the collective light emitter L1 to the common signal C1 of the collective light emitter L2, and similarly outputs the data signals D7-D0 to be displayed on the collective light emitter L2. In this way, the common signals C4-C0 are switched sequentially for the collective light emitters L1-L5 at a predetermined cycle (for example, 1.49 msec), and the corresponding data signals D7-D0 are output each time, so that it appears as if data is being displayed simultaneously on the collective light emitters L1-L5. Note that the light emission time is equal between the collective light emitters L1-L5, so the brightness is also uniform. In this way, it is possible to control the lighting state of the five collective light emitters L1-L5 with a small number of control signals, such as five common signals and eight data signals.
[0480] Moreover, the collective light emitters L1 to L5 are associated with the respective display units. For example, the collective light emitter L1 indicates the tens digit of the main credit display unit 130, the collective light emitter L2 indicates the ones digit of the main credit display unit 130, the collective light emitter L3 indicates the tens digit of the main payout display unit 132, and the collective light emitter L4 indicates the ones digit of the main payout display unit 132. Moreover, in the collective light emitter L5, three of the six LEDs indicate the insertion number display 133, and the other three LEDs respectively indicate the start display (lights up when the start switch 118 is operable), the insert display (lights up when medal insertion is acceptable), and the replay display (lights up when a replay role is won).
[0481] In addition, when the data signal D0 is "1" (HIGH potential) at the timing when the common signal C4 is supplied, the 1BET throw-in number indicator 133 is turned on, and when the data signal D0 is "0" (LOW potential), the 1BET throw-in number indicator 133 is turned off. In addition, when the data signal D1 is "1" (HIGH potential), the 2BET throw-in number indicator 133 is turned on, and when the data signal D1 is "0" (LOW potential), the 2BET throw-in number indicator 133 is turned off. In addition, when the data signal D2 is "1" (HIGH potential), the 3BET throw-in number indicator 133 is turned on, and when the data signal D2 is "0" (LOW potential), the 3BET throw-in number indicator 133 is turned off. In this way, the turning-on and turning-off of the throw-in number indicator 133 can be controlled.
[0482] FIG. 42 is an explanatory diagram for explaining a specific lighting control of the throw-in number indicator 133. Here, the lighting state of the throw-in number indicator 133 according to the data signals D7 to D0 will be explained. In FIG. 42, a filled-in black indicates lighting, and a white outline indicates turning off. Here, the main CPU 200a (throw-in number acquisition means) acquires the number of throw-in medals used in one game that have been inserted through the medal insertion slot 114a, bet by the bet switch 116, or automatically inserted when a replay role was displayed on the pay line A in the previous game. Then, while no bet has been made, that is, when the throw-in number is "0", the main CPU 200a outputs lighting information "00XXX000B" to the data signals D7 to D0. Here, the lighting information (specific information) is 1-byte information for specifying the lighting state (display state) of the throw-in number indicator 133, the start indicator, the insert indicator, and the replay indicator. Note that "x" in the lighting information indicates that the values of the start indicator, insert indicator, and replay indicator are indefinite (0 or 1). Here, of the lighting information, the lowest 3 bits related to the number of coins inserted indicator 133 will be mainly described. When the lighting information "00xxx000B" is output, the data signal D2 corresponding to bit 2 becomes 0, the data signal D1 corresponding to bit 1 becomes 0, and the data signal D0 corresponding to bit 0 becomes 0, so that none of the 3BET, 2BET, or 1BET in the number of coins inserted indicator 133 is lit. The player can tell that no bet has been made by the fact that no bet is lit up in the number of coins inserted indicator 133.
[0483] Also, if the number of coins inserted is "1", the main CPU 200a outputs lighting information "00XXX001B" to the data signals D7-D0. By outputting lighting information "00XXX001B", the data signal D2 corresponding to bit 2 becomes 0, the data signal D1 corresponding to bit 1 becomes 0, and the data signal D0 corresponding to bit 0 becomes 1, so that among the number of coins inserted indicators 133, 3BET and 2BET do not light up, but 1BET does light up. The player can tell that the number of coins inserted is "1" because one of the number of coins inserted indicators 133 is lit up.
[0484] Moreover, if the number of coins inserted is "2", the main CPU 200a outputs the lighting information "00XXX011B" to the data signals D7-D0. By outputting the lighting information "00XXX011B", the data signal D2 corresponding to bit 2 becomes 0, the data signal D1 corresponding to bit 1 becomes 1, and the data signal D0 corresponding to bit 0 becomes 1, so that of the number of coins inserted indicators 133, 3BET does not light up, but 2BET and 1BET light up. The player can tell that the number of coins inserted is "2" because two of the number of coins inserted indicators 133 are lit up.
[0485] Also, if the number of coins inserted is "3", the main CPU 200a outputs the lighting information "00XXX111B" to the data signals D7-D0. By outputting the lighting information "00XXX111B", the data signal D2 corresponding to bit 2 becomes 1, the data signal D1 corresponding to bit 1 becomes 1, and the data signal D0 corresponding to bit 0 becomes 1, so that 3BET, 2BET, and 1BET are all lit up in the number of coins inserted indicator 133. Since three of the number of coins inserted indicator 133 are lit up, the player can know that the number of coins inserted is "3". In this way, the number of coins inserted indicator 133 can display the lighting information in lighting patterns corresponding to the number of coins inserted of "1", "2", and "3".
[0486] Here, focusing on the lowest 3 bits of the lighting information, the main CPU 200a must output lighting information "000B" when the input number is "0" ("000B"), output lighting information "001B" when the input number is "1" ("001B"), output lighting information "011B" when the input number is "2" ("010B"), and output lighting information "111B" when the input number is "3" ("011B"). This creates the need to convert the input number into lighting information. For example, when no bet has been made yet, the binary representation of the number to be inserted, "000B", must be converted to "000B". When one coin is bet, the binary representation of the number to be inserted, "001B", must be converted to "001B". When two coins are bet, the binary representation of the number to be inserted, "010B", must be converted to "011B". When three coins are bet, the binary representation of the number to be inserted, "011B", must be converted to "111B".
[0487] Such a conversion cannot be derived by simple addition and subtraction, and requires complex calculations. Therefore, it is conceivable to provide a table in the main ROM 200b that associates the number of coins inserted with the lighting information one-to-one, and to extract the lighting information by referring to the table. However, the table occupies a large amount of memory capacity, and there is a risk that the usage area (control area) of the main ROM 200b of the main control board 200 will be strained. Even if a program using simple addition and subtraction is attempted, it would be necessary to provide a branch to exclude "000B", which is the binary representation of the number of coins inserted, when a bet has not yet been made, and the program would become complicated, and there would still be a risk of straining the usage area (control area) of the main ROM 200b.
[0488] Therefore, in this embodiment, the main CPU 200a (arithmetic processing means) performs an arithmetic process to efficiently convert the number of inserts into lighting information (specific information) while suppressing the capacity of the control area for performing game control processing. Here, as an example of a program that converts the number of inserts into lighting information, the dynamic port output process S400-7 in the timer interrupt process S400 shown in FIG. 31 is shown.
[0489] (Dynamic port output processing S400-7) In the dynamic port output process S400-7, the main CPU 200a executes a dynamic port output process that outputs the set output image to the output port and controls the lighting of the main credit display unit 130, the main payout display unit 132, the input number display unit 133, the start display unit, the insert display unit, the replay display unit, the display units of the stop switches 120a, 120b, and 120c, and the section display unit 160. For the sake of convenience, a part of the process of the dynamic port output process S400-7, that is, the process of updating the input number in the main display data buffer, will be described in detail here. Here, the main display data buffer stores one byte of lighting information to be sent to the collective light source L5. The main CPU 200a reads a program from the main ROM 200b and executes the DYNMOUT module in the program.
[0490] Fig. 43 is a flow chart showing the specific processing of the DYNMOUT module, and Fig. 44 is a diagram showing an example of a specific command of the DYNMOUT module. The numerical values of step S in the explanation of Fig. 43 are used only in the explanation of this figure. Note that "_SIR_DAT" indicates a 2-byte address indicating the main display data buffer, and "_INS_MDL" indicates a 2-byte address storing the number of inputs.
[0491] As shown in FIG. 43, the main CPU 200a acquires the value (lighting information) stored in the main display data buffer (S1), and saves the lighting information of the start indicator, insert indicator, and replay indicator other than the input number indicator 133 from the value (S2). Specifically, the index "DYNMOUT:" on the first line of FIG. 44 indicates the start address of the DYNMOUT module. The command "LDQ A, (LOW _SIR_DAT)" (command size = 2) on the second line sets the value stored in the memory area indicated by the address in which the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_SIR_DAT" itself is the lower byte of the address, that is, the lighting information stored in the main display data buffer, in the A register. The command "AND 00111000B" (command size = 2) on the third line masks the upper 2 bits and the lower 3 bits, and only the lighting information of the start indicator, insert indicator, and replay indicator remains in the A register. The command on the fourth line, "LD D,A" (command size = 1), saves the value of the A register (part of the lighting information) to the D register.
[0492] Next, as shown in FIG. 43, the main CPU 200a acquires the number of medals inserted (S3) and derives the lighting information of the insertion number display 133 (S4). Specifically, the command "LDQ A, (LOW _INS_MDL)" (command size=2) on the fifth line of FIG. 44 sets the value stored in the memory area indicated by the address in which the value of the Q register is the upper byte of the address and the value of the lower byte of the address "_INS_MDL" itself is the lower byte of the address, that is, the insertion number, in the A register. The command "LD E, A" (command size=1) on the sixth line saves the value of the A register, that is, the insertion number, in the E register. The command "SRL A" (command size=2) on the seventh line shifts the value of the A register by one bit to the right. Such a command "SRL A" corresponds to a division with a divisor of 2, and the quotient (division result) remains in the A register. The command "ADD A,E" (command size = 1) on line 8 adds the value in the E register (saved input number) to the value in the A register (result of division), and the result of the addition (addition result) remains in the A register. The command "OR E" (command size = 1) on line 9 calculates the logical OR of the value in the A register (result of addition) and the value in the E register (saved input number). In this way, the lighting information of the input number display 133 is set in the A register.
[0493] Next, as shown in Fig. 43, the main CPU 200a restores the lighting information of the start indicator, the insert indicator, and the replay indicator that was saved in step S2 (S5), and updates the values stored in the main indicator data buffer (S6). Specifically, the command "OR D" (command size = 1) on the 10th line of Fig. 44 calculates the logical sum of the value of the A register (lighting information of the throw-in number indicator 133) and the value of the D register (lighting information of the saved start indicator, insert indicator, and replay indicator), and the calculation result is stored in the A register. The command on line 11, "LDQ (LOW _SIR_DAT),A" (command size = 2), causes the value of the A register, i.e., the lighting information of the input number indicator 133, start indicator, insert indicator, and replay indicator, to be stored in the memory area indicated by the 2-byte address, with the value of the Q register as the upper byte of the address and the value of the lower byte of the address "_SIR_DAT" itself as the lower byte of the address, i.e., the main display data buffer.
[0494] Here, the input number is shifted one bit to the right (divided by 2), the input number is added to the result of this calculation, and a logical OR operation is performed between the result of this calculation and the input number to derive the lighting information of the input number display 133. Note that the total command size of the commands on lines 6 to 9 in Fig. 44 which realize this processing is 5 bytes, and it can be seen that they occupy almost no memory capacity. Below, we will explain how the lighting information of the input number display 133 is derived based on the input number.
[0495] FIG. 45 is an explanatory diagram illustrating the derivation of the lighting information of the input number display 133 based on the input number. As shown by the input number "0" in FIG. 45, when the input number is binary "000B", if the input number "000B" is shifted one bit to the right (divided by 2), the operation result (division result) becomes "000B". If the input number "000B" is added to the operation result "000B", the operation result (addition result) becomes "000B". If a logical OR operation is performed on the operation result "000B" and the input number "000B", the operation result becomes "000B". Therefore, the lighting information of the input number display 133 becomes "000B".
[0496] As shown by the input number "1" in FIG. 45, if the input number is binary "001B", when the input number "001B" is shifted one bit to the right (divided by 2), the operation result (division result) becomes "000B". When the input number "001B" is added to the operation result "000B", the operation result (addition result) becomes "001B". When a logical OR operation is performed on the operation result "001B" and the input number "001B", the operation result becomes "001B". Therefore, the lighting information of the input number display 133 becomes "001B".
[0497] As shown by the input number "2" in FIG. 45, if the input number is the binary number "010B", when the input number "010B" is shifted one bit to the right (divided by 2), the operation result (division result) becomes "001B". When the input number "010B" is added to the operation result "001B", the operation result (addition result) becomes "011B". When a logical OR operation is performed on the operation result "011B" and the input number "010B", the operation result becomes "011B". Therefore, the lighting information of the input number display 133 becomes "011B".
[0498] As shown by the input number "3" in FIG. 45, if the input number is "011B" in binary, when the input number "011B" is shifted one bit to the right (divided by 2), the operation result (division result) becomes "001B". When the input number "011B" is added to the operation result "001B", the operation result (addition result) becomes "100B". When a logical OR operation is performed on the operation result "100B" and the input number "011B", the operation result becomes "111B". Therefore, the lighting information of the input number display 133 becomes "111B".
[0499] With this configuration, even if no bet has been made yet, it is possible to uniformly derive the lighting information of the bet number display 133 from the bet number without providing a branch to exclude the bet number "000B". Therefore, it is possible to efficiently convert the bet number into the lighting information of the bet number display 133 while suppressing the capacity of the control area for performing game control processing.
[0500] In this example, the lighting information deriving process (S4) of the input number display 133 in the DYNMOUT module is realized by the command "LD E,A" on the sixth line to the command "OR E" on the ninth line in Fig. 44. However, the present invention is not limited to this example, and the lighting information deriving process (S4) of the input number display 133 can be realized by other commands.
[0501] Figure 46 is a diagram showing an example of another command of the DYNMOUT module. Here, the difference from Figure 44 regarding the lighting information derivation process (S4) of the number of coins displayed by the coins in Figure 43 will be mainly described, and the detailed description of other processes in Figure 43 will be omitted since the processes are the same. In the example of Figure 46, the DYNMOUT module is executed when the betting means 302 accepts a bet (the number of coins is incremented) and the number of coins inserted after the bet is 1 to 3 coins. Therefore, when executing the lighting information derivation process (S4), the range of the number of coins inserted is limited to 1 to 3 coins (1, 2, or 3 coins).
[0502] As shown in FIG. 43, the main CPU 200a derives the lighting information of the input number display 133 (S4). Specifically, the command "LD E,A" (command size=1) on the sixth line of FIG. 46 saves the value of the A register, i.e., the input number, in the E register. The command "ADD A,A" (command size=1) on the seventh line adds the value of the A register (input number) to the value of the A register (input number), and the result of the addition (addition result) remains in the A register. This command "ADD A,A" corresponds to multiplication with a multiplier of 2, and the result of doubling the input number is held in the A register. Note that, in this example, the value of the A register is doubled using the command "ADD A,A", but this is not limited to this case, and can also be achieved using the command "SLA A" which shifts the value of the A register left by one bit, or the command "MUL A,2" which multiplies 8 bits by 8 bits. The command "DEC A" (command size = 1) on line 8 subtracts 1 from the value in the A register (the result of the addition), and the result remains in the A register. The command "OR E" (command size = 1) on line 9 calculates the logical sum of the value in the A register (the result of the addition) and the value in the E register (the saved number of inputs). In this way, the lighting information of the input number display 133 is set in the A register.
[0503] Here, the number of coins inserted is doubled, 1 is subtracted from the result, and a logical OR operation is performed between the result of the operation and the number of coins inserted to derive the lighting information of the number of coins inserted display 133. The total command size of the commands on lines 6 to 9 in Fig. 46 which realize this processing is 4 bytes, and it can be seen that they occupy almost no memory capacity. Below, we will explain how the lighting information of the number of coins inserted display 133 is derived based on the number of coins inserted.
[0504] FIG. 47 is an explanatory diagram illustrating a manner in which the lighting information of the input number display 133 is derived based on the input number. As shown by the input number "1" in FIG. 47, when the input number is binary "001B", adding the input number "001B" to the input number "001B" (multiplying by 2) results in a calculation result (multiplication result) of "010B". When 1 is subtracted (decremented) from the calculation result "010B", the calculation result (subtraction result) becomes "001B". When a logical OR operation is performed on the calculation result "001B" and the input number "001B", the calculation result becomes "001B". Therefore, the lighting information of the input number display 133 becomes "001B".
[0505] As shown by the input number "2" in FIG. 47, if the input number is the binary number "010B", when the input number "010B" is added to the input number "010B" (multiplied by 2), the operation result (multiplication result) becomes "100B". When 1 is subtracted (decremented) from the operation result "100B", the operation result (subtraction result) becomes "011B". When a logical OR operation is performed on the operation result "011B" and the input number "010B", the operation result becomes "011B". Therefore, the lighting information of the input number display 133 becomes "011B".
[0506] As shown by the input number "3" in FIG. 47, when the input number is the binary number "011B", adding the input number "011B" to the input number "011B" (multiplying it by 2) results in a calculation result (multiplication result) of "110B". When 1 is subtracted (decremented) from the calculation result "110B", the calculation result (subtraction result) becomes "101B". When a logical OR operation is performed on the calculation result "101B" and the input number "011B", the calculation result becomes "111B". Therefore, the lighting information of the input number display 133 becomes "111B".
[0507] With this configuration, there is no need for table data to be referenced when generating lighting information from the number of coins inserted, making it possible to efficiently convert the number of coins inserted into lighting information for the number of coins inserted display 133 while reducing the capacity of the control area for performing game control processing.
[0508] In the above example, the input number indicator 133 is turned on when the lighting information is "1B" and turned off when the lighting information is "0B". However, the present invention is not limited to this example, and the input number indicator 133 may be turned off immediately before the lighting information is reflected in the input number indicator 133, and then the input number indicator 133 may be turned on only when the lighting information is "1B".
[0509] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0510] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional units for progressing the game, but the functional units of the main control board 200 may be arranged on the sub-control board 202, or the functional units of the sub-control board 202 may be arranged on the main control board 200, or all the functional units may be arranged together on a single control board.
[0511] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.
[0512] Furthermore, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing.
[0513] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0514] In addition, in the above-described embodiment, an example was given in which the number of reels 110 is three (left reel 110a, center reel 110b, right reel 110c), but this is not limited to this case, and the present invention can also be applied to cases in which the number of reels 110 is four (first reel, second reel, third reel, fourth reel) or five or more reels.
[0515] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional units for progressing the game, but the functional units of the main control board 200 may be arranged on the sub-control board 202, or the functional units of the sub-control board 202 may be arranged on the main control board 200, or all the functional units may be arranged together on a single control board.
[0516] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be given to the player in the form of electronic information.
[0517] In addition, in the above-mentioned embodiment, an example of application to a slot machine 100 has been given, but the present invention can also be applied to a gaming machine, a so-called pachinko machine, that includes a gaming board in which a gaming area is formed through which gaming balls flow, a large prize opening provided in the gaming area through which the gaming balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means for controlling the opening / closing member to open and close when a predetermined condition is met, and executing a large role game consisting of multiple rounds of play in which the large prize opening is opened.
[0518] Furthermore, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]
[0519] 100 Slot Machines (Amusement Machines) 110 Reels 118 Start switch 120 Stop Switch 304 Winning Type Drawing Method 306 Reel control means 314 Presentation state control means 334 Production Control Means
Claims
[Claim 1] An auxiliary effect execution means for executing an auxiliary effect that notifies a player of an advantageous operation mode of a stop switch; a presentation state control means for determining either an advantageous section in which the auxiliary presentation is possible or an unadvantageous section in which the auxiliary presentation is impossible, and for determining, in the advantageous section, one of a plurality of presentation states including a normal presentation state, an AT presentation state which is more advantageous to the player than the normal presentation state and in which the auxiliary presentation is possible, and a special presentation state which is more advantageous to the player than the normal presentation state and in which the auxiliary presentation is possible; Equipped with The performance state control means The AT performance state may be shifted to the non-advantageous section, The termination conditions of the AT performance state may be changed, but the termination conditions of the special performance state may not be changed. When an end condition is satisfied in the special effect state, the game is transitioned to the non-advantageous section without transitioning to the normal effect state, In both cases where the AT performance state is shifted to the non-advantageous zone and where the special performance state is shifted to the non-advantageous zone, the state is shifted to a distribution performance state after the shift to the advantageous zone, The gaming machine is capable of shifting from the distribution presentation state to the AT presentation state without passing through the normal presentation state.